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Cinnabuns
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Everything posted by Cinnabuns
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My sentiments, exactly.
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Clearly his idea isn't fully fleshed out however there are plenty of ways to deal with these things in-game without the use of lame NPCs. You have done one thing successfully though, codestargod, you've become a troll. Congratulations!
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Probably because Dean mentioned the virus having a "progression" where zombies that are freshly zombified will run, have vigorous attacks, etc. Zombies that are in later stages of the virus are weaker, maybe they can't completely stand. Zombies in the last stages of the virus prior to dying are the prone crawlers, they're too weak to stand bur crawl along still in search of nurishment. Or it could be the other way around, start off weak and end up in an empowered rage prior to end of life-cycle.
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Player decisions: Unlocking new Content
Cinnabuns replied to joe_mcentire's topic in DayZ Mod Suggestions
Hogs posted this in the 14th Devblog thread and its another good idea for mission setup that doesn't involve NPCs. -
Yet another good idea that negates NPCs. Well done, Hogs. You have my beans.
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I guess its hard for someone to step back and clearly see how short-sighted their remarks are however I'd like to ask you a couple questions. 1) What does an NPC quest giver do? 2) What happens when you're done with said task that the NPC quest giver gave you? These are the two basic game mechanics that are associated with NPC quest givers. Dayz has an issue with this because its a post viral outbreak world. NPCs can't get the virus? Why are they immune? It doesn't make any sense and actually in the scheme of other games they don't make much sense either but its the "standard" way for quests to be doled out to the mass of players so that a company can keep you locked in to their game and pay their monthly subscription, buy things on their market place, keep you around to spend money and improve their numbers. Let me ask you a couple more questions: 1) Since all an NPC quest giver does is hand out a voice or text message telling you what to do, why can this not be implemented with the "Notes" mechanic that is currently/will be in the Stand-Alone? 2) When you finish a quest in other games, why do you have to go back to the same NPC to "turn it in". Can't the quest which was given through the "Notes" system mentioned above just be completed.... um... when the player completes the quest? 3) Taking the two above questions in to consideration, why is there any need for NPCs in any game? Why DayZ? The Notes system could handle all of these mission mechanics. A player finds a note in a house written by a now zombified in-game character (part of the lore). You can pick the note up and read it to see what it says. If you place the note in your inventory or "diary" (whatever) then the mission is accepted. When you complete said task, guess what? The task is completed. No need to trek all over god's creation back to the house where you found the note just to "turn-in" the quest. It is about time some new fresh ideas came in to the stale copy-of-a-copy-of-a-copy games that we play. Player inventiveness and initiative is the future of games as we know them. Let's not limit our views of what a game "should be" just because its familiar tripe that money making companies of rehashed for cash.
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HA! yeah, no NPC quest givers, I guess that's why Minecraft is such a failing game, no quests.... Think about what you're saying, dude. Inventivness on the players part IS the driving force. NPCs are one dimensional drivel IMO. There are fresher, better ways to do this with the player base. Just because NPCs is what we're "used" to doesn't mean its the best/future solution to the issue.
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Spawning an NPC on the map or actually multiple becuase this would be happening with different players... so then you have greifing of players that just go around killing NPC's to quash people's quests. Its better to not involve NPC's at all. Lets face it, they don't belong in tHIs game. They're done to death in other games. Let's set a trend for future game develpment instead of using stale old game principles that are have been rehashed thousands of times; boring. The thread Joe linked on page 10 of this thread has one of my ideas in it and some other good ones that don't involve NPCs.
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Player decisions: Unlocking new Content
Cinnabuns replied to joe_mcentire's topic in DayZ Mod Suggestions
I guess this should have been my first post in this thread but anyway. Super duper tank or other game breaking over-powered items, IMO, don't have a place in the game, however as I read your post I see that you mean the "super duper tank" as only an example of something one can find. Other less OP items but equally as useful items could be uncovered in the manner you're describing. When was the last time you saw a tank on The Walking Dead? Yes there was one in the first season but it didn't move and didn't fire and the know-how to get it up and running is beyond rudimentary player intellect. Can you fix a broken down tank? I certainly can't and I'm an engineer of sorts. Something like this would take months of work and parts that would be hard if not impossible to come by or craft. -
Player decisions: Unlocking new Content
Cinnabuns replied to joe_mcentire's topic in DayZ Mod Suggestions
This is also a good idea though the , "You can't pick up other players keycards, so their's no reason to kill people." needs to go. It should be up to the player as it is in RL whether they decide to take a keycard or cooperate. Also, keycard unrelated killing may end in a body search that reveals a keycard leading a new group of people in to the fray. Let's not forget, picking up a keycard or note off an infected player can lead to self-infection. This is a good idea similar to mine in that it doesn't involve NPC's (YAY!) and it motivates the player base to create stories of their own. Good line of thinking. -
Player decisions: Unlocking new Content
Cinnabuns replied to joe_mcentire's topic in DayZ Mod Suggestions
I was thinking more along the lines of nothing that uses NPC's but uses "notes" in the game left by the previously alive residents after day Zero. I don't know if the current underlying data base structure could support this but its just an idea. Here's an example: Mechanically, in-game, all it would require are 2 "notes" or pieces of memo paper with a scribbled obscure/not obscure sentence. One is a quest "begin" and the other is a quest "accept". Here's how it works. Upon entering a town a single player or a group of players starts searching houses. When the server starts part of the loot added to houses is a group of different seed notes. One per house max, maybe 1 per town or small area, maybe 10 building small area gets maybe one seed note. The note can say many things, these will have to be developed over the course of time and they can be added any time. Lets say for the example the note says, "Meet the person at Kamarovo outskirts building to pick up supplies Tuesday@10pm, need to bring antibiotics for trade" The writer of the note is obviously dead now but maybe it was written today? What day is it?? Maybe that's tonight? Maybe its 6 days from now? So why not go see if the person(s) may have supplies. When a player picks up the seed note AND leaves the building with it, the secondary note is dynamically generated and placed "In the world" AND "In a currently player occupied building" and not placed in a cabinet/oven. On the floor/table, under a chair, etc. If the player leaves the seed note in the house, the secondary note is not generated. Could possibly be a bit emmersion breaking on the rare occasion that a player sees this magical secondary note appear out of nowhere but more times than not they could be looting and then turn around and see the note and think, "didn't I just look there?" "I missed something..." So the secondary note is the compliment to its seed note and it directs the 2nd player/group of players to do what the seed notes says the opposite party will be doing. So in this example the secondary note would say something like, "We have to get supplies, food, water, to Kamarovo out building (see map for X) by late evening for pickup by un-named party bringing antibiotics." So now you have two parties that may or may not be bringing something someplace, and others may be in that area already or at the time of the meeting. The time is vague on the receivers end so they should come early and hang around waiting, keep an eye out from a distance to watch for survivors coming in to the area. Radio comms could facilitate these meetings with proper exchange items. After all, the guy on one end has no idea if the guy on the other end is dead or not, they could have survived and vise versa. If no one finds the secondary note, the seed note holder can think they're early but they need to keep an eye on the place. The could set up camp in nearby woods, occupy one of the neighboring houses, etc. A trade "could" happen and you could get robbed, killed, etc. Is it worth it? Do you need supplies/antibiotics? If you don't have the supplies/antibiotics, then you need to find them for the trade to even take place. This induces more interaction, scavenging, exploration. This is just an idea but it only involves the player base and no NPCs (lame) so everything would be eerie and very vague which is how the situation would be in real life. "We're suppose to meet who? where? forget that.", No problem, "looks like the other guys were a no-show", RL actions dictate the outcome. "Lets get the stuff and meet up, see how it goes, we have firepower so we're safe, lets do it." "Screw that!", leave the note laying around for someone else that's interested. Or... read it and then leave it for someone else, follow them around and eavesdrop on the meeting and eliminate both parties or take hostages or even just wait in the woods and see how it plays out. Wait till your chosen party leaves and take them out after to get particular supplies, etc. I think theres a lot that could be done with this 1-? player party note system and it uses players for its pawns but they can act any way they want which in RL would be the actual way things went down. -
its been zombie routed!
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Haha, nice one!
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wonderpet, this is your problem as I see it. You got used to playing a mod that was never the way it was suppose to be. Rocket and Co. wanted to make what they wanted to make, and unfortunately the easiest way for modders to make something quickly and get it out is to use what is available to them at the time, instead of re-inventing the wheel creating all new assets, models, animations, buildings, textures, brushes, lighting, sounds, etc. Rockets vision was never fleshed out in the mod so if you enjoy all the hacking/COD'ed/BF3'ed-ness of the MOD than continue to play the mod. I never played the mod thinking, "I love it". I always played with the understanding that there were many many great ideas there that were not fleshed-out properly and and also with the personal belief that all the military stuff brought over from Arma (a military game?) had no place in the game at all, or at all. I still don't think it does. All the people that whine about this and that, AS50? Thermal? Rocket launchers? DMR... etc. They're crying about the mod. Fine. Just understand that this has no bearing or relevance when relating to the Stand-alone. Some things may be in the SA but I for one don't think military ANYTHING has any place in the SA and I'm sure many others agree. Ghillie Suit? Why can't we take parts of bushes, branches, tall grass, etc. and stick them/tie them to our arms, legs, hats, etc. No need for military Ghillie and it provides no armor either way. The later is certainly more inventive and you can assemble it your self and design it yourself based on your surroundings. Ghillie suits are for COD'r wannabe cool sniper kids that want to play a military game. This is zombie survival, alone in the wilderness. I think you've just gotten used to something that was never the way it was suppose to be and for that you should not blame anyone else or the Stand-alone.
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Naturally, the release date which they're keeping a secret, is 12.21.12....the end of the world...the beginning of the zombie apocalypse, Day 0.
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Naturally, the release date which they're keeping a secret, is 12.21.12....the end of the world...the beginning of the zombie apocalypse, Day 0.
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Consolidated Weapons/Equipment suggestions
Cinnabuns replied to rocket's topic in Mod Announcements & Info
Yep, sorry! Got a bit off topic. The game inspires passion. -
Consolidated Weapons/Equipment suggestions
Cinnabuns replied to rocket's topic in Mod Announcements & Info
YOU are unrealistic (and I'm just making a pun off the words you used, not directly criticizing you so please don't take offense). You think there are just oodles of high tech weaponry lying around military bases? NV goggles, GPS, AS50s, Thermal Scope? Yeah... Frontline forces have those things shipped to them or their training facilities and they are under lock and key. Also, zombie apocalypse breaks out and there are 1000's of forces activated, those weapons are gone, moved to large cities for support. You'd be lucky to fine ONE laying around anywhere in/near a military base anywhere. The military base I was stationed at had none of these things. Yes we had some NV goggles, M16A4's, M24's, M60's, Bazookas, LAW's, 50cal tripod mounted (un-carryable), but they were from the Vietnam era. Most bases are stocked with weapons that were viable 20-30 years ago. Why? Cause you have a bunch of new recruits using them, training on them, and tearing them up. High tech stuff isn't going to be at every base and more likely only a few, and to say that the military base in the Chernarus area is one of them is reaching a bit. Plus IMO these things only encourage COD type players to come in and camp on a hill and grief. Plus, they jam frequently because of their age and use (they do..no shit) and so it'd be neat to think, man I got this great gun but the rear site is broken and it jams every third shot so its freaking useless. This type of thing brings despair in to the game and in my opinion, it what survival is all about. That instant when you see something from a distance and fantasize about it thinking is WAYY better than what you have, the grass is always greener, and you go through everything required to get it, and when you actually lay your hands on it, your heart falls and you think to yourself, "what was I thinking... this is the apocolypse, the world is in ruins, this gun is a piece of shit... where do I find ammo...what was I thinking...." Another thing, Ammo. NO houses anywhere would have ammo for them. Remember, this is Chernarus, this isn't Texas :P. The only place that you could find ammo would be at the military base and (without duping ammo) it would be extrememly scarce. Zombie Apocolypse hits... All the good guns and Ammo are loaded on trucks/planes, etc. and flown to large cities (think skyscrapers) where they will be needed. Leaving something behind would reduce chances for success so they wouldn't. This means military bases would be pretty devoid of pretty much any firearms save for the few souls that stayed behind (wandering military zombies) and their personal firearms they chose to keep/carry/etc. Speaking of, having zombies carrying M16A4's, AK47, AK74s on shoulder slings or in their hands would be great! You have to kill the zombie to get it and killing the zombie brings in other zombies. Having a gun toting zombie who can't aim but remembers where the trigger is would be hilarious. You shoot at him and he fires a random round in a random direction and other zombies hear it and come running, good stuff. Not just quietly walking through a hangar or barracks and picking it up off the ground. I personally see nothing wrong with basic shotguns, rifles, pistols, melee. Much more challenge for us "skilled" players and more realistic and immersing. If there are excellent crowd destroying weapons they should be so rare as would their ammo, as to not be really of any use other than the... "Welp... that 20rounds is gone...time to find a new gun". It was fun while it lasted. ...OR, HEY! an M24 with a scope!... and 4 rounds of ammo... BETTER MAKE IT COUNT! -
Consolidated Weapons/Equipment suggestions
Cinnabuns replied to rocket's topic in Mod Announcements & Info
If you're running in the cold darkness, you may be scared but you won't be cold... cause you're running creating body heat. Hands shaking from cold is fine with me and I would enjoy that mechanic, however hands shaking from panic,or a panic game mechanic would not be realistic. I'm sure it would for some people though. I've been in a couple horrible situations, three or four, and I absolutely detest people who panic. I want to punch them in the face. It does absolutely nothing to help the situation and instead of using their brain to help others get out of the situation they babble on and yell at others, get tense, make others tense and honestly need sedated. All I'm saying is some people deal with situations better than others and if you're a person that does, having your hands shaking in game because of panic would feel very fake and dumb. So like I said, its fine for a "you're cold (or hungry) and your hands are shaking, but if you want to have a panic game mechanic please make it a game option that can be disabled. As far as body heat I think that's a great mechanic. You can jump in place over and over or run around, which burns more of your food resource timer, but you have food and you don't have matches or a heat pack so it would be another way to generate heat without those things. It allows the player to be creative using a real world mechanic. I like it. Sorry if this is the wrong thread. -
Consolidated Weapons/Equipment suggestions
Cinnabuns replied to rocket's topic in Mod Announcements & Info
Dealing with in-game banditry is one thing. Dealing with murderers is entirely another. Dealing with murderers is SIMPLE if not a bit immersion breaking, but hey... murderers are already breaking immersion by laughing to themselves and killing everyone they see. So... dealing with murderers is SIMPLE. Killing an unarmed player as in "doesn't have an active gun in their hands" (NOT inventory/backpack) but in their hands increments a statistic in the database for that player known as, "Blood on your hands". As "Blood on your hands" or BOYH increases, you smell more and more like blood and thus are mUCh more frequently attacked by zombies/zombie dogs/infected anything. You're also easier to track if someone has their own dog, you essentially increase your detection radius to the point where... well... good luck hiding anywhere, if you go even a mile from a town zombies aggro on you, get your scent and hunt you. Also, random wandering woodland zombies/dogs attack from ranges you're unaware of. Who wants that? No one. If it means death after 4-5 unarmed player kills.... it will both reduce the number of players that attempt it and also be a really fun game mechanic. Thoughts? -
Probably no ones going to answer you because instead of "first post" it should have been "first read". The answer is no, the map is changing, items are changing, everything is wiped.
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I'd say, Dayz is like life, you learn "as" you play. It seems to me like you're making some bad decisions. In all the time I've played, I've never had what you describe happen to me. Yes I've been hacked. I've not been spawn killed. You said the first 10 times you spawn you were killed? If that happen to me twice, I'd go to ANY other server. Sounds like you just kept respawning on the same server hoping it wouldn't happen again. Duh? Make mistakes and learn, its much more fun that way instead of punishing yourself for not thinking.
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Should we remove barbed wire in the next update
Cinnabuns replied to mattlightfoot's topic in Mod Announcements & Info
I think one thing people are nOt taking in to consideration is duping. The fact that you can find 1 razor wire and dupe it is really the issue. The wire itself is a nuisance however you wOULd have to deal with things like this and that's why I think it should stay in the game. It does need fixed, server restart and dismantling issues, however. There are some spots where wire is common to find but still you're only going to find 1-3 of them and then no one else has them so that's really not that much wire. But if you DUPE them, well, then you have 6, 12, 24 wires so you can block off all kinds of stuff and be an equivilent in-game dick. But, you are exploiting the game and there by, cheating to do so. Find a way to fix duping issues and and the wire issues should remedy themselves. Then players would have to make resource decisions, block my camp, or block these other resources. Should be taken out till its fixed though. -
I'd be more apt to think its an AMD chipset (or lack there of) driver issue, NOT an AMD CPU issue. What are your motherboard drivers for your motherboard chipset? Did you accept Windows 7 default drivers or did you install an AMD chipset package over those? If you have Windows 7 default OS drivers for your chipset, see if there's an AMD chipset driver package for your board and install those and test the game. If you have AMD drivers installed off your motherboard disk (UPDATE THEM from the official site) OR try Uninstalling them and letting Windows 7 install its default drivers, then test the game that way. Give that a shot and let us know.
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Can't update ARMA 2's beta version
Cinnabuns replied to MaxDude (DayZ)'s topic in DayZ Mod Troubleshooting
Ever occur to you to just search for Arma Beta patch on google, select the first link http://www.arma2.com/beta-patch.php Then download the patch and install it yourself, then proceed to not give a shit what DayZ Commander says?