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Oakatsura

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Everything posted by Oakatsura

  1. Oakatsura

    Rolling Update Rev - 0.43.116251

    Ran into an issue with the Sawed Off recenly using the Reload Mod, where I swap the ammo type and suddenly its loaded but acts like its empty... after I removed the shells and manually loaded the shotgun it worked fine, but only seems to have this problem with pellets...
  2. Oakatsura

    Rolling Update Rev - 0.43.116251

    Hmm... personally I would of just asked for K-Rations or some kind of MRE again, but Tactical Bacon works, wonder if we will get kudo's for saving someone's "Tactical Bacon" in a pinch :lol:
  3. Oakatsura

    Rolling Update Rev - 0.43.116251

    Yea seriously, tactical bacon, so the save your bacon now has a tactical standpoint to which to be applied to ingame with a tangible object... nice. Or am I reading that wrong? Will have to play some more once I get home from work today...
  4. Oakatsura

    Non-Lethal Weapons

    One thing this game could definately benefit from is Non-Lethal Weapon Additions, things like tazers, stun guns, pepper spray, CS-Gas Grenades, things that ultimately help players become easier to restraint without simply walking up to them and using a boasting broad voice to make an appeal that the player should put up his hands and be put into submission. Basically adding a Sub-Dual Mechanic to the way Blood is calculated but more like Resistance scale. Things like Pepper Spray, Tear Gas (CS Gas), and tazers would allow for short range disarmement of a situation without killing the other player outright, or defusing a situation, or simply creating a way to get around players without resorting to simplying shooting them dead, or mamming them senseless. Pepper Spray would effectively reduce visuals with minimal or moderate use, and temporarily blind characters with excessive and extreme use. CS Gas, the same way but effects an area, player using gas masks would be uneffected by this. Things like Tranquilizer darts, Tranquilizer Bottles, Sedatives, and Paralytics as well as poisons would also need to be added, with the addition of probably making needle mounted arrows, same with the hunting system arrow creation or modification, allowing a player to arm a arrow with a needle tip from a Hydrodermic needle, or dart to be used for a range non-lethal or take down effect. Also a Blowgun might be a good implementation too, I am sure there are a lot of people out there, that would want something like that in this game, a silent, and effective short - mid range dart projecting weapon. Other forms of non-lethal that can be taken advantage of early, rubber bullet rounds, flashbangs, etc are also good and had been meantioned by other players. Effectiveness of Non-Lethal Arsanels are to Restrain without killing a player, or make capturing easier without putting the player at greater danger after a failed diplomatic measure. aka "Hands Up!"
  5. I suppose there is also a reason the experimental keeps getting bigger with more ideas being added to it before the original informaiton is implemented into a Stable Patch, seems over ambigious to keep adding things to an Experimental Idea that is delaying the overall result of the games development as its being given to the players via Experimental ---> Stable. Now with the addition of Rabbit, Bore, and animal meats, am I to assume that the Experimental will probably be going through another phase of Experimental ---> Experimental of adding Hunting Mechanics & Cooking before its put into Stable, or does this mean that your readying the information nessissary to allow for cooking prior to the Experimental for Hunting & Cooking Mechanics? I just don't want to see a big Experimental Patch get to the point where it has become too big and your constantly operating on the code to stabilize it when it would of made more sense to add bits at a time, rather than one great big "Here you go on a silver platter," no pun intended (Cooking), with a massive amount of updated information. Looking forward to some kind of response, via a Experimental --> Stable in March, or a Really, Really, Really, Big Update followed up with the Hunting, Cooking, and Additional Data from the Current Experimental probably sometime in late April, early May.
  6. Oakatsura

    Constructables - Light Post

    With the current objects in game, it would probably make sense to start generating the first objects nessisary for developing camps, a good thing to start with especially if you are trying to find your way around a camp at night would be light posts, basically using something like: Wooden Sticks + Duct Tape ---> Lamp Post Lamp Post + Gas Lamp ----> Gas Light Post Then create a script for the Light Post when placed on the ground that it has an inventory similiar to the DayZ UI Inventory for swapping out gas canisters as they empty. This allows a free standing object that can be used to add light to a specific area, and also can be used in towns and cities as a beacon or light source for snipers at night that have to move into the city to place, or for teams of players to use. Object Size do to restriction of not probably being able to put into a pocket should be between 2 x 6 and 2 x 8. Also possibly a second modification for us Jury Riggers out there. Sticks + Duct Tape ---> Lamp Post Screw Driver + Flashlight ---> Bulb, Electronics, Flashlight Canister Bulb + Electronics ---> Electric Lamp Electric Lamp + Battery ---> Electric Lamp <Powered> Electric Lamp + Lamp Post ---> Electric Lamp Post Basically less effective range depending on the damage of the parts just like normal I would imagine, but would give us a better use of light. That and if you really, really, really wanted to, you could let us carry them in the melee slot as a weapon / brilliant light source.
  7. Oakatsura

    Constructables - Light Post

    And the Flashlight Canister could double as a pipebomb base :)... just thinking ahead.
  8. After dying you appear as a guy no matter what, even if your character died as a female character you automatically respawn now as a male, there is no choice screen its just a seemless transition.
  9. Oakatsura

    Gender Selection not appearing in 1.7.3

    The rolling update said they were going to add Female Variables all i can do is "Speculate" that they are going to be adding additional female skins.
  10. Oakatsura

    Namalsk Mines

    There is a small underground spot near Sajaba Mines not many people know about it, you really need to be looking for it to find it though.
  11. Same problem, i have the parts in my main inventory, when I go to repair the vehicle I get nothing, I can see the normal stats like Gear, Get in as Driver, etc. But I've checked the entire vehicle, sides, front, back, underneath, and inside and there is no repair options after 1.7.3. From what it seems the repair system should have been upgraded but when I'm in the vehicle I still can't tell whats damaged from that UI Indicator. I still have to kind of eyeball it on the tires, though atm, repairing anything is f'ed up. Though I can refuel, which is kinda pointless if you can't repair something.
  12. Oakatsura

    Passive Classes

    The game already has a differential system of defining survivor from hero from bandit, what about adding onto that system with a Passive Character Progression system, not something as trivial as a experience system or its ilk, but maybe something like a actual "experience system" Good examples, Repairing a vehicle, as you repair it you become slightly faster at repairing / removing components, later you can get upto a point where it would take you a few seconds less than a normal person to remove / add / repair a part on a vehicle, or adds a special point / script / ability as a result. Vehicle Repair screen for a normal person trying to put a tire on a vehicle with a tire that is only minimally damaged (yellowish-green), he uses the tire to repair the vehicle to full strength on that tire by using a new tire, now a Mechanic he sees Replace Tire or Patch Tire. (Patch would require something like loot junk you can find around the world (As Dean Hall (Rocket) Stated in the Euro Expo 2012, he would like to add more inventory to the game, things that appear as junk to one person is another persons treasure)). A Patch would essentially require something as trivial as food, or paste, or something similiar and doesn't cost as much as a actual tire for when someone actually pops one off your vehicle. Now lets see a Master Mechanic (someone that has worked on cars a long time in game and hasn't been gun down as of yet.) A new player goes to replace a moderately damaged tire (Orangish-Yellow) with a new tire, a Normal Mechanic takes 1.5 seconds - 2.5 seconds less time to repair it than a new player would, the Master Mechanic gets in there and sees options like Replace Tire, Salvage Tire, or Repair Tire. Assuming he has Salvaged Tire parts (Salvaged Tire Parts take up 2 places rather than 6). he can ultimately replace the damaged tire with a nearly a new one, and takes almost no time doing it. Now how about a Medic, we all help people in game, sometimes its helping them get patched up after a zombie attack, other time its putting a bullet between the eyes of a person that isn't going to make it to speed things up (Not a Medic), So lets say your a New player helping someone with a blood bag, the player has lost almost half his total blood from his health, the new player steps in and adds the blood bag, player is back to full blood, now lets have a Medic come in, he not only gives the player a blood bag in a second or two faster, but also bolsters the players health by treating for infections / diseases (minor), now lets have two players hurt on the battlefield, and one blood bag (This course is assuming the grouping system works in the standalone), a new player would have to choose which person to give the blood bag to, a medic would have an additional roll command as long as both players were within close proximity to him and each other called "Share Blood Bag" Half the blood bag would go to each player. Things like this; other examples with minimal explanation, Sharpshooter - Hitting more than 100 Headshots (zombies included) with any gun, the sway effect from crouched is reduced. Sniper (Master) - Hitting more than 500 Headshots (zombies included) with any gun, the sway effect from standing is reduced. Armsmen - Killing more than 250 (Zombies &/or players) with any gun, reload time reduced. Soldier (Master) - Killing more than 500 (Zombies &/or players) with any gun, reload time reduced, jamming 25% less likely. Student - Study or Collect samples from 100 (Zombies or Dead players) reduced chances of getting infected Scientist (Master) - Collect sample from 500 (Zombies or Dead Players) reduced chances of others getting infected (25m) As a passive system it wouldn't be fully recogonized until players have made the accomplishments, so it would stay almost hidden until they have accomplished the goals provided for them. Obviously there can be more implemented then one or two things as a Passive Classification, but I'm just setting the ground work. Again just an Idea, but think about it, you do something a lot more than once and you get a whole heck of a lot better at it. To prevent against Multiclassing, once you hit a class, it goes with the highest concurrent class you have accomplished until you raise beyond 25% of the maximum class points needed to go another class. (If that was over your head I'll explain) Lets say your a Mechanic, repairing vehicle parts would generate points so that the passive class system works properly in the game, but these points would not be visible to a player in game, a replaced tire here 200 points, a fixed engine here 300 points, a removed tire here 0 points (so you cant just double, triple, quadruple up something), Essentially only replacing items with damage gains you points. (And yes you could gain points if you shoot a tire you already fixed with another new tire). So lets say you need 7,500 points to reach Mechanic (This is a example number), so now lets say your in the role of a Medic, you start generating points, a blood bag here, a epi pen there, a bandage and alcohol there, and you get to 7,500 points for a Medic (Example number), but you only have the mechanics abilities, to reach medic when your already a Mechanic, you need to reach 9,375 (+25% more points), and once you hit that number you become a medic / mechanic. Same thing goes for Mechanic to Master Mechanic, so essentially you can hit all master classes but you have to reach a 25% bonus requirement for each one. In hindesight though I would only maximize things to 2 Passive Classes (Master and Minor are sub-classes of each other) with the option of a third with Bandit / Hero / Survivor as the base class. There, there's the idea, have at it.
  13. Oakatsura

    Do you play alone occasionally?

    I play with a group but there are times I like playing to myself, if you ask do I prefer to ride a vehicle with my buddies or walk on foot, I go on foot, for two reasons less likely to be shot, less likely to be killed by our vehicles driving skills. No offense Kaptn. lol
  14. Oakatsura

    Zombies are too Powerful

    Zombies are essentially underpowered, the only thing that really bugs me about zombie mechanics is when first logging into a game, the first zed that hits you, causes you to bleed. That's the only thing that rattles me the most. Most zombies that nail you from behind the head usually knock you out, which is semi-realistic, take a blow to the back of the head, and anyone is out. Though they really need to change the Revolver / M1911 back to their original damage. I just hope the zeds in the standalone have better attacks other than "Shove" Scratch, Claw, Bite, Snap, Crunch, Dismember... Though I prefer a heavy hitting, weak health zombie to a cumbersome number of pin-prick zombies with a monsterous amount of health.
  15. Oakatsura

    DayZ: Namalsk

    There seems to be a few people that have been reporting that only one person can get into a vehicle now, this is because of Warm Clothes, if you have someone wearing Warm Clothes while in a vehicle, the other options for players to gain access to the vehicle will disappear. So if you want more than one person in a vehicle, take off your warm clothes.
  16. Oakatsura

    chopper problem

    Sometimes certain things say their fixed but their not, I've seen that problem before on a bird, make sure you have 3 Scrap Metal, there are essentially three areas requiring it on the bird, and make sure all the "Green Repair Glass" Items are repaired again. Its the only way you'll get that bird to hold fuel. Also as a last resort, repair something, get into the chopper and confirm, then get out and repair another item. It may be lengthy but it gets the job done.
  17. Oakatsura

    So what is special about namalsk

    Only thing that is crappy atm is Warm Clothes, they only work on males... no surprise there, and they are bugged, while wearing Warm Clothes only one person can get into a vehicle with warm clothes. So if you encounter an issue where you know a vehicle is more than one passanger and you can't get in, try taking your warm clothes off.
  18. Oakatsura

    So what is special about namalsk

    Basically its almost an addon, its a great little map where you have to watch your temperature and where you, the ambient sounds add a level of paranoia from what I've heard, it almost reminds me of STALKER. Well technically the map is STALKER in origin, a lot of the buildings and areas are recreations of STALKER buildings, and its eerie. Just the way it should be in a STALKER game or DayZ. Now we just need some genius to come out with a Metro2013 Map of the Surface for DayZ and we'll be set.
  19. Well if it went to making DayZ better I'd pay $.01 per life, look at the number of murders, deaths, etc. Make Life Cards for $1.00, $5.00, $10.00 sell em at GameStops and Local Game stores, DayZ would be the next best idea for MMORPG'ers using a destinctive you die you lose everything platform. In all seriousness though, Servers aren't free, and updates get less and less effective as the developers pockets dwindle, support I'm all for it, just $1.00 a life, I'll be playing Eve inside a day again. Cheaper.
  20. Oakatsura

    Passive Classes

    Mostly its an equation based system, its rather simple to code in and use, I have the code work worked out for it for when I start work on "A-Invasion" Since its mostly a system of scores and ratios. As for game mechanics, it fits pretty decently I think, your a survivor when you start, but the longer you survive the better you get at things, If I was to survive a zombie apocalypse you'd damn better bet I'd be getting better at setting traps, implementing security, reinforcing vehicles, and shooting things on sight. Its doesn't have to have the benefits I list, but It would allow more of a invisible bonus the player either is or isn't fully aware of when they enter the game or as they play. This system can also be used as a Random Spawn Mechanic, everyone has a past, whether they were a mechanic, a engineer, a postman, a Team leader, something, that is essentially benefitial to themselves or others if they group with others. I can see the benefit of someone saying in like a Radio-Chat - Hello, this is Ravenyellow5, I am a surviving mechanic in Kamenka, I'm wounded and need help," depending on what people need and how they operate this could be a better grouping dynamic system for the game, other than Hey I'm Ravenyellow5 Im a survive in Kamenka... which usually leads to mass murder and a lot of death.
  21. Basically instead of having to generate both intangable objects and Loot Spawn Locations you combine them into a single source with lootable locations as well. You obvious need spots on the floor where people have dropped stuff in a hurry, or stockpiles etc, But things that are already in the game like pantries, stoves, cupboards, dressers, chest of drawers, trunks, crates, etc can also be given a storable value allowing you to implement an object and a loot location essentially reducing memory usage for large areas of loot locations and inventory essentially for them. This also means on Server start up inventory is pre-configured to those locations (non-floor spawn loot), and doesn't require the server processor to randomize those localized sources when a player enters, reducing server lag and processor lag as a result. Other objects for interactive purposes could be safes with a 3 digit lock sequence that players can sit at and attempt to get into on the expectation of finding something good, these can be wall safes, floor safes, and gun safes or the latter, and as most modular items can be fitted with a tag of random_safe_location_ or random_solid_floor you can essentially have them wander the world similiar to helicopter crash sites, so in one restart a house in Kamenka would have a floor safe in the tile floored bedroom, then in another restart it would just be a floor. Other things you can also implement are stash boxes, items you can place in the world that have an extended stay, almost like tents, but only hold a certain number of items.
  22. Looking at Rockets vision, I'd say this is something he'd want to add, as he does want you to really survive, rather than window shop.
  23. True, but essentially unless their complete and utter dicks, most admins that do that mostly just ban out of disregard anyway, mostly Public hives shouldn't have access to the Redux System, however a Private hive where its a lot less serious should be given this. Though an extra command line could also prevent admin abuse from Redux by identifying BEC-Player Kick and Admin Kick as a disqualifier for death. However this essentially could also be seen as a advantage for Admin groups that kick players in danger. However players seeing this will be more likely to leave then stay and would be less contrivercial overall. Just saying, you do make a good point, but there are ways of working it so that it is both workable and useful in certain cases.
  24. I say let the Server Admins have control over whether the 1.7.3 Combat System is either Passive or Active (Redux), there are a lot of admins that ban people for combat logging, this essentially tells a player, well I'm out another server, if we allow server admins to use Redux as part of the 1.7.3 patch with an option in the log files, this would reduce the number of people that would essentially "Ban" players for Combat Logging since they die as a result of the log effect. Ban or Die, I'd rather just die,
  25. This is in response to the Eurogamer Expo 2012, where Dean Hall (Rocket) is discussing things like disease, bathroom breaks, etc, If you analyze a game like the ship which uses these mechanics it adds a bit of flavor of survivalism that really is a part of the game, or a part that should be there. Now grant it, its icky, but look at any other game made after 2000. After the blood, gore age we have and still are making games that redefine the meaning of "ok thats just sick," and we don't use bodily functions to define those quotes. Using the model like the ship as a survivalism structure as far as what is needed to survive to either engage your next target or go from point A to Point B is a great bit of sophistication that should, or could be implemented. Points of Interest - Food - Obviously food is a major building block of staying healthy, some things that could be added to the already known examples (Good food / Bad food), but adding things like Wild food (Poisonous or Good), Raw Meat or Cooked (DayZ you can only eat cooked), a visual ideal; gardens of pumpkins in DayZ have a Lootable Point for Raw Vegatables. While food is essential to survival, a person can go the longest without food almost 3 months, however the event for keeping it in a game sense is still a priority so incorporating maybe a 4 hour timer for food (Green - Yellow - Orange - Red - Blinky). Drink - Another obvious building block to staying healthy and mobile, lets face it water down right essential, soda not so good for hydration, more of an energy boost thanks to the loads of sugar. But have soda have a effect like a color level, from yellow to green, from orange to yellow, from red to orange. Energy drinks the same way, more of an energy booster, alcohol speeds up the dehydration process but is a great way of warming yourself up or staving off blood infections. My opinion add juice, because it can go bad just as easily as some foods. And drinking from ponds, pools, and other stagnant sources, yea it keeps you alive for a short time before you start "vormitting" and really reduce both your hydration and food level. (Great for the short term, not so great for the long term", better sources, streams, lakes, and rivers. Sleep / Energy / Stamina - Obviously can be replaced with Energy Drinks, Soda, Juice, things that naturally give your body a wake up call or a pick me up, lack of sleep can lead to the same since of low blood in current DayZ, dizzy spells, fuzzy vision, blackouts, falling unconcious, Automatically recharges to full after taking at least a short to decent break from the computer (logging off - autosleep mode - say 1 hour to green, helps keep the advert gamers down :).) Energy drinks, good health, soda helps keep this up. Or staying in a position for a decernable amount of time. Constant running, sprinting, athletics drag this down. I'd recommend a duo-bar for this (Basically Red in the indicator, with a Yellow border would mean, your exhausted from running, but your just starting to get a little tired, yawning or may start. etc. Toiletries / Bodily Functions - If you think you can drink an entire bottle of soda and not pay for it in a hour you obvious have something wrong with your kidney's or you have a bladder like a camel. Defining these without a UI can be groans, bouts of gas (Also caused by excessive beans intake), panicing in the knees, hoppy disorder (start shaking and bouncing up and down), gut clenching, heavy breathing... there are a lot of things that happen, you see this especially on a road trip where the next exit is 200 miles out and you have too much pride to piss in the woods, no offense but I don't want a rash of poison ivy or oak, and having to explain that to a doctor for a prescription of ointment. Being unable to facilitate these urges can lead to disease, cholera is definately one, bad hygene can mean flys attract, dirty clothes (eww..!), influenza, and lots of people holding their noses at the sight of you. One obvious use to someone that uses his pants to wipe for him, Zombie Magnet. But Im going to take a line from Fallout: New Vegas on this next one (Old World Blues), where your brain asks when was the last time you took a shower. Obviously a instant counter to a lot of the "Hygene" is to go swim in a pond, which now becomes infected with disease, which now runs across every survivors mind when they see a stagnant pool of water... " I wonder who was the last person here and what did they do" the image of a hairy, poo covered man scrubbing himself in the water, as your body growns from dehydration... what is worse, thinking about it or drinking it and hearing about it from your body? Lack of Company - Lets face it unless your anti-social you will start to get lonely out there, I'm not going to anything deep, but I think this should just be simple, I see another person I am ok, I know I'm not the last one standing and either I go after him and shoot him (Psycho-Bandit), I let him go on his way, I let him go on his way just in time for him to shoot at me, I defend myself and become (Defensive Bandit). I would go into more but I think everyone gets the idea by now.
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