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Zera_Grey

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Everything posted by Zera_Grey

  1. I see no problem with randomness when it comes to survival two people can do all the same activities but one person would die because something completely out of their control happened by random chance. it is about adding human error into the equation we are not infallible and nothing is 100% except death. their is always a chance something you have done 100 times will not work the same way each time. you are never guaranteed success. human error can be random, like no one writes their name exactly the same each time they do it. I would think they would translate the number to code it is easier for people to work with percents I was not looking to write it in program read ability. success and fail I use interchangeably with each other for the example I gave as again human error factors in. I agree a combination would work especially for engineering, but items should not have 100% success rate since they degrade over time and due to exposer.
  2. love the idea actually I was thinking longer time if you just put the meat on the fire and then watch the area as it cooks but this works just as well. either way adding a venerable side to cooking makes people more cautious while using fire and cooking when they can possibly get killed. login get more beans.
  3. no to making thing where you need a group to do it not everyone likes groups. in real life you don't know the blood status or health of someone until you ask or see it. you don't have any indicators in real life saying your friend is hurt help him. adding more skins is planned already, I think finding a medic suite in the hospital could be given to the medic of the group but you shouldn't have to unlock it in real life you don't unlock clothing when you do something repeatedly. if you want group goal try taking over a city and keeping control of it get a large enough group set up barriers around a city or small town and have people either trade things for entry, if they don't pay up shoot 'em. there is plenty for groups to do just not enough people can think past shooting something and hoarding gear.
  4. Zera_Grey

    More Animals

    add predators in the game like wolves/bears or what ever is native. add zombies to the wood but have it where it is usually one or two stray zombies walking around. well it could be animals are carriers so if you kill an animal you have a chance of catching the infection and dieing, the infection doesn't have to physically effect the animal in any way but could kill the player if they eat the tainted meat.
  5. Zera_Grey

    Footprints

    I like the idea. Little things like this add to the game experience.
  6. yea cooking takes time ina survival situation where you are being hunted stopping to cook should put you at risk. it is risk vs. reward situation plus the game isn't suppose to be fun it is a zombie apocalypse. everyone you love is dead or infected and you have had to make a decision to kill them or leave them for your own survival. you probably at this point had to shoot neighbors/friends and children so you could survive. not a fun scenario when it comes down to it. I for one am not a hardcore gamer I would play the game for the realism. the reason the mod is popular is because it has that. the bullet physics work like bullets should, you can starve and dehydrate and die, you can break bones bleed out and don't have auto regeneration of health. you have a semi perma death where everyone is on even playing ground when they start. people assume everyone wants to distance themselves from reality but at this point the cookie cutter generic games are pissing the gaming community off thats why this mod is popular with people though detached from reality in that it is a zombie apocalypse it falls in the realm or realism with the survival aspect. do like your Idea for the ticks removal and having to clean your knife. even if you didn't you could still use it but chances increase to contaminate the meat. I would play a game with these features it make the environment more of a challenge so even a well established player can wind up dieing from getting sick or trying to regain blood from meat.
  7. yea but at least you have the balls to play during the night, rather be killed by you then being killed in a day server by a bunch of cowards who can't stand the dark.
  8. not my fault the majority of players are unable to adapt to using those servers. at this point the devs might as well get rid of night entirely and write the code to have perma day because by your logic every single player is playing only day time servers. I never said it was a great majority of people but their still are people playing. smart people actually, because then they don't have to worry about being shot in the face by a sniper for no reason after spawning on most occasions. they don't have to fight for loot against bandits as much. really playing at night would be better for newbs to get started or for people who want to play with out being killed for no reason over and over. just solved the problem for those who want to avoid being pked as much, take to the night servers you can actually live longer then 30 minutes. with less death because most players just are to scared to play in the dark.
  9. Zera_Grey

    This needs to be an MMO!

    no and please say you are trolling cause the community has voiced their opinion on this topic already
  10. just learn to play at night there are people who actually like playing at night. I know it is hard to believe but its true I don't want to have to use a server in another country because all the server owners are scared of the dark in my country.
  11. I didn't look up the nurse missing vein I had a nurse miss my vein and my sisters a few times we are not fat and never were, so its experience for that one. If you drop the bag it can cause the needle tube to exit the bag causing the blood the spill out. the percentages are suppose to add a challenge to game play and if they were implemented would probably have different percentages. humans are not infallible and accidents will happen when you rush to give your buddy blood their are more chances for mistakes. you can become addicted or abuse ibuprofen: http://www.drugs.com...-ibuprofen.html if anyone is getting addicted to painkillers with a .02% increase in ineffectiveness having to get to 50% so its not likely to happen unless you survive long and actually I'm upping that percentage to .2%. you would be able to become addiction free to the pain killer be dealing with withdrawal not a once addicted your stuck addicted type of deal. as for parasites they could use ones that are more common like these: http://www.fsis.usda...lness/index.asp not every parasite is a living worm I was giving an example when saying tapeworms and ticks. ticks and lice/fleas spread the black plague so in a world with a deadly infection spreading these would be effective transmission tactics.
  12. 1. yes slows bleeding but doesn't stop it, just have to apply another one to finish the job 2. well I wasn't sure what type of painkillers it can refer to many of pain killers. the naming in itself is ambiguous but if you abuse any drugs you can become addicted plus the ratio 50/50 is when ineffectiveness and success are the same chance since ineffectiveness increases by .02% so likely hood of addiction is not high. 3. you miss read you will become addicted when the ineffective and success ration is 40/60. when ineffectiveness is at 40% then you are addicted. since ineffectiveness increases by .5% not 5% each use it will take a long time reach that ratio. 4. I was going with what the op wrote and you can wind up missing a vein or not being able to find one. trained nurses have problems so the average person would definitely have issues. the 1/2 the pack would mean you fumbled the bag while trying since you holding it you have a chance to drop it. if that happens the bag could burst. it is adding human error and the damage would be small if it failed but could cause pain in the arm that could effect using a weapon. 5&6. I know epi pens don't revive people I mixed it up with something else I'll delete that and add ammonia instead. food thats why I have two systems one that is based on random chance or one where you physically have to check on the meat as it cooks to tell if its done. it would probably be 5 minutes to 10 minutes to cook enough to kill potential parasites. plus not every one can tell when meat is done cooking on an open fire. parasites: you are eating meat from animals that you don't their health condition so maybe adding the potential to get them. if you get ticks you could get lime disease which are carried by deer ticks. they could be carriers of the mystery virus that infects the zombie/infected beings. for sicknesses of course they would spawn more antibiotics and add antivirals as a rare spawn wouldn't think other wise. colds and flus actually can effect people physically more then a cough. headaches, vision, attention span, disorientation can come with those two. catching the occasional infection in an wound could be deadly.
  13. @ login I just put examples numbers could be moved around but in real life things like resistance to antibiotics after over use makes you think maybe I can go with out it. or you avoid conflict because if you get addicted to pain killers morphine you either take it consistently or you go through withdrawal which puts you in danger. it makes people search more for food and put more effort into surviving then just leveling up or "learning". as I said I do kinda agree engineering should be some sort of learning system or add a quality system where the first few things you make are quick to fall apart and can break after being exposed to the elements. the more you make things the better they work and the less likely to fall apart over time.
  14. when I talk environment I include objects. these are my ideas that are just as effective as learning method and still have everyone one even playing field. hunting: hopefully the animal AI is improved as you said so they are more aware of the player. if an animal is shot in the side meat would have a higher chance of being spoiled. as you said this it I think it should depend on the placement of the shot entirely instead of the character. if you shoot in the side the animals code should say okay now meat retrieved will be tainted at a 75% chance during harvest. head shot animal code says .1% chance of meat being tainted. hit the leg animal it starts to limb or slows shot two legs it falls then shoot again. all chance are in the animal coding while still effect what the character retrieves from the animal. medical: bandages have 1% chance of being ineffective 14% chance of partially stopping bleed 85% chance of fully stopping bleed painkillers have 0% chance of fail which would increase by .2% each time you take it 100% chance of working which would decrease by .2% each time it is taken once fail and success are at a 50/50 ratio addiction occurs morphine: 0% chance of fail will increase by .5% from each use 100% success which decreases by .5% for each use once the ratio between ineffective and success is 40/60 addiction occurs transfusion(blood pack): .5% chance of hurting player 4.5% fail 35% 1/2 successful only gain 1/2 of what you normally would 45% 3/4 chance of success gain 3/4 of the blood you normally would 15% complete success full gain antibiotics: .5% chance ineffective 99.5% chance of success chance of success decreases by .5% each use resistance to antibiotics one 85% ineffective ammonia; 100% successful but 5% chance of side effects like shaking, headaches, dizziness (Don't build much) engineering. depending on what your fixing put a percentage on the chance each part will successfully repair this means more items needed to repair because it can only get partial. this is not based on character but universal chance. even if you fix a car 1000 times you still have a chance of failing the same chance as the new player. no character can learn to build better but is more likely to have the material to continue the attempt unlike the new player. sneaking: walking in grass is different then walking on concrete the sound your steps make and the volume should be dependent on that. if you walk quickly you make more noise then moving slowly. closing a door should make noise alerting zombies close to it maybe a foot or two around the door. food/water: canned food should occasional be found spoiled and should spoil if left in your inventory for to long. water should be found tainted as well as clean. water in ponds/rivers/pumps/well should have a chance to get you sick. meat taken from animals should rot in your pack and attract wild predators possibly zombies. to cook food which I never done so not sure how it works, but set up fire with wood matches and the like then possibly have a inventory type hud where you place the meat to cook so you are not venerable and you must judge how much time it takes to cook it. or have a percentage system where 15% chance of under cooking, 20% overcooking 10% chance of burning 55% cooked perfectly. add infections and other sicknesses, add parasites like ticks, tape worms and vomiting. as has been done weather effects body heat wind effects shots, there should be chances of strong storms that can knock down trees blow away tents and damage vehicles. change items spawns so that in certain buildings your more likely to find certain items. for example houses 25%chance to find empty tins, 30% chance to find food/drinks, 5% rare food items/drinks, 25% medical supplies, 15% small caliber weapons.
  15. @login I edited my first post as well to clear up my disapproval of system skill/profession/learning systems. sorry for not clearing things up it is just me having a bad day. not everything is learning oriented not saying its perfect but if it takes you twenty tries to figure something out well enough to be effective you probably aren't going to survive. like bandaging it is something you can get the hang of quickly while blood transfusions will take time or always has a chance of being wrong. if you have to learn to do something you don't have prior knowledge. I actually don't have a real problem for engineering having a learn by doing since it is more of a something to do then a necessity to survival. you don't have to build a car or heli but you can, same for fences and stuff like that. plus not a lot of people can figure out how to build things easily. some things that people try to add as a skill or something you learn overtime can be added by changing the environment and not the player. in games it is always what can the player do how do we work the character not how does the environment restrict the character or add to the character.
  16. people can just choose to be a medic for a group, choose be a hunter, and choose to be a bandit/survivor. instead of forcing people to "learn" certain skills choose what you want to play as. If i want to be a jack of all trades who is good at everything then I will be that. instead of restricting the players use the environment to make things harder. its an open world the environment should play a bigger role then what the player can do successfully. add restriction on your game play if you want more immersion play like you are the character you don't know how to fix a car in real life then don't fix a car in the game. if you don't know how to cut meat properly off a kill don't hunt. if you can't shoot well in real life avoid firefights or use an ax. it is a sandbox the limiting factor should be the play style of the individual and the environment not add things that force you to lean to either grouping or throwing one play style away for another. EDIT: skills for me or class specialization is pointless and not everything takes time or repetitive actions to learn. I'm 95% with building/rebuilding or taking things apart should be learned. things like bandaging taking painkillers not so much even with out instructions both can be utilized with little to no knowledge of proper procedure. a system like this needs to be worked to not treat everything universally. some action take no learning but a little thought. altering the environment and objects would allow for the run of the mill jack or all trades type of player to still struggle to survive. even if its not visible if people are aware they get better by doing something they are going to try to max it out as quickly as possible to keep themselves on top. so in the end a disadvantage to learning system occurs when friend start shooting each other to max out their healing to the point where they can't fail. and don't underestimate people though not in a game but real life we had a human v.s zombie game where four friends shoot each other to find the original zombie and thought they should still be alive because we never said they couldn't do that. people exploit anything they can and if they can shoot their friend heal him and repeat to gain skills or "knowledge" they will do it. if they can just kill a bunch of animals, chop the meat and repeat they will do it for the "knowledge" thats my issue with any skill/profession system and this still falls into that mold.
  17. Zera_Grey

    Make vehicles more common

    if they are hidden search for them, its not unavailable it is just not easy to get to. you have to work for and compete with other players for those rare things like vehicles. all part of game play just have the strength to walk into clan territory to get the car.
  18. Zera_Grey

    Make vehicles more common

    getting a car is a goal to be achieved not a handout to be abused. most cars will probable be in some sort of disrepair and need fixing from staying still and left to the elements for so long.
  19. the problem isn't the game its the players it will always be the players. making an PvE version solves nothing but to separate the community. what is needed is players to stop ruining the game for themselves and others. I have no problem with bandits, you want to kill for items go for it. it is when players start picking each other off because they are bored that it pisses people off. people who camp the shore to kill fresh spawns pisses people off. killing for survival fine, your shot at, shoot back, your low on ammo take the chance person has your ammo. don't kill because you are bored. what is causing problems is players saying they are getting bored when they are the ones most likely to pull up maps off the Internet to know where loot is with out actually searching for it yourself. people who don't learn to play in the dark and turn gamma all the way up they ruin the game for themselves. trying to force people to group up by suggesting skills or hunting solo players because they are easy pray but have nothing ruins the game. to everyone complaining just remember its not the game that is broken it is the players who don't know how to emotionally attach themselves to anything out side of themselves. those who have no imagination or will power to say hey i want to be a medic why not just pick up medical supplies and food water and go around acting like a goddamn medic. I want to be a hunter search for a hunting knife matches and ax and be a fucking hunter don't require other to follow your game play because you can't sit back and stop yourself from doing something to change your own game play. if people want to solo don't punish them for playing differently. if people want to be d-bags well don't complain hunt them down and take revenge instead. if you want to team up for a time and then go your own ways do that. just don't come here and complain about people complaining or try to fix the game to make a certain style of play a disadvantage. (yes I know I'm complaining about complainers don't need to point that out)
  20. As I said on another skill thread it is fine if it doesn't force solo players to group against their will. If I get hurt I would need to call a medic, the minute i do that bandits know where I am. I feel forcing people into a specific role means that those who prefer a solo style of occasional contact at more of a disadvantage. most of these can be environment based not player based effects so here is my opinion on the points you gave above. now melee should not by altered if you smack zombie with an hatchet it hit no if ands or buts. you can't have a hit or miss if you face the guy and hit him square in the chest. firearms as well if you aim and you are on the target you hit it in real life if you aim at a target correctly you will hit them. even if you never shot a guy before it doesn't mean you can't figure it out quickly. players hands shaking the first few times, if gun has quick back you can get hurt first few shots. but aiming should be completely on the player not game mechanics. some people naturally can't hit the side of a barn so punishing them more just discourages them from interacting with other or even trying the game/mod. the endurance not a completely bad idea but the twitchy zombies are way to fast. it put new players at higher risks because they not only have no gun or a crappy gun with little ammo but now they can't even escape the horde that usually follows. add that with the stealth and now not only can you not out run zombies if caught but its harder to sneak past them to attempt to get supplies. the issues with sneaking is that footsteps don't get lower just because you sneak for a long time. I have no sneaking training but I can still move around with out being heard. if you stand up you are zombie bait stick low and move slow watch what you do and where you walk. it is completely player driven, what should be implemented is the surface you are walking on can effect the volume of your steps not the skill you have. if you are in an empty building your steps should echo if you stand ad run. if you walk on concrete the steps sound different the faster you move the louder you get. skill should have no effect the environment should be the deciding factor. when it comes to the backpack if you move slow enough and cautious enough it shouldn't be an issue, but it could be if you run around the faster you move the louder it gets. you mental condition has nothing to do with physical condition like hunger and thirst. I do not think they need to change the hunger system because no one is on for long enough time hunger a thirst should be a constant problem in the game. the fact that it eventually is not an issue I feel should be changed. either by meat going bad or canned good spoiling, soda should not cover as much thirst since soda is not the best for hydrating in real life. water should evaporate over time if stored in a tent or stash. its not a skill to get less hungry/thirsty then someone else and feel can be solved by environment changes and item changes not adding skills. survivalist skill harvesting berries is not a skill anyone and there mother could do it. if you harvest the only thing you need is to figure out whats is poisonous and what is not. having health issues and possible death due to eating bad berries/mushrooms/plants would eliminate the need for skills. if you can shoot a player you can shoot a cow. to harvest meat it should take time depending on the pray. that makes the player vulnerable to players and when harvesting large game you can only cut one steak off at a time. it takes less time to kill a rabbit skin it clean it and get meat then slicing meat off the cow. starting a fire with matches should be based on wind not player skill as whether it works or not. if it raining your fire goes out if not in a building or under cover. under cooking meat is far worse then over cooking in the real world. and assuming you have seen cooked meat before you can watch food and make sure it doesn't turn into a dried husk. taking time and learning how long to cook should be player based even if you have it where you leave meat on the fire you should have x amount of time before it is cooked and x amount of time before its a charred messed players would need to find out that time period. if you under cook meat chance of getting sick increases. finding water could fall into this category you could wind up with dysentery and or parasites. medical is not a skill but basic knowledge bandage a bleed, take painkillers to stop pain, antibiotics to deal with a cold, still not sure how morphine is better for broken bones but i would think a person would figure it out. most people who are most likely to survive an apocalypse would know how to jimmy-rig a splint and stitch a wound or sew. having things like addiction of ill healed limbs resulting in lasting health issues could add to the game and make medical a lot harder. it would mean even if you survive you still are effected by the damage. scars being added, burns and the chance of infection not just zombie infection could all add more to the game. making it a skill limits game play people want to survive on there own with out advertising they are wounded when looking for health. adding natural harvest able plants should be made available as well to be identified by players and used. people can who are able to survive are able to figure things out juts because you never removed a bullet doesn't mean you can't figure it out with out repeating it. if you want to get that technical you would have to add a surgical kit which hold tools like scalpels, tweezers and whatever else they use in surgery (which isn't actually a bad idea). engineering this one is iffy for me certain things should not need much thought and could be passed as easy to figure out. the car is harder if the engine is intact should be easy to figure out how to install glass, putting on tires are easy fixing transmission takes special knowledge not sure if it should be skill or random chance of success. you could get partial builds and stuff which takes extra items to complete but skills are iffy subject which is why if you can avoid it it is for the best in a sandbox where the environment should have just as much impact as the player. as I said still iffy for this one but it put my opinion out there.
  21. Zera_Grey

    Suggestion: Skills Idea

    I really have no issue with skills if done right but making specific classes would mean solo players are at a disadvantage. when I play I want to be the solo scavenging for what I need while avoiding unknown persons. and when dogs are implicated traveling with my trusty companion in a world gone mad. if i need to call a medic every time I get hurt it ruins my play style. the minute i advertise where I am to get help i am easy pickings for bandits. when skills make solo surviving a disadvantage thats when I say no. if you want to be a medic then don't do everything just be a medic you don't need skills to specify what you can or can't do just choose to no longer do a certain activity and ask clan mates for help.
  22. Zera_Grey

    Use weight on items

    I like this idea it would keep people from just picking up every thing. you would have to decide is it worth carrying will I need it now. in a post apocalyptic world carrying to much would be deadly since you can't run as fast or as long. this needs to be implemented with a fatigue system and change the chase you forever and ever zombies.
  23. Zera_Grey

    HORSES!!!

    I would like to see horses as well but having two types of horses. the already tamed stray horse and the wild untamable horse. Already tamed horses would be horses that got loose after the zombie apocalypses and are indicated by a bridle on them. to approach them you would have to walk slowly when close enough grab the reins and you got yourself a horse but if you let go of the reins the horse can wonder away so tie them up somewhere. they can be stolen by other players if found. these horse would be easily spooked by zombies and will buck you off if you get to close to one. then they will run out of range of the zombies and just go to eating grass or something. you will wind up with damage ranging from broken bones to being knocked unconscious and/or end up zombie food. to avoid this, before heading into a town you must tie the horse to a tree or fence on the outskirts of town and head in on foot. horse needs to eat and drink so take it to lakes or ponds and have grass or bushes around for it to eat. leaving your horse for to long can have it stolen by other players. if it is left it will also starve after eating everything in the area or die of dehydration because there is no water around. Wild horses would not be tamable but would add another source of meat for players. found in herds running through fields and forest areas they are a good source of steak.
  24. Zera_Grey

    Radios to communicate and broadcast

    I say yes it would allow for more communication and to get updates on whats going on in areas around you.
  25. or they can make bolts stackable maybe a limit of five per stack
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