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gant12000
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Everything posted by gant12000
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everyone is making great arguments. my personal experience in this field is that every ui system needs to be tested and worked on throughout the alpha stage. not necessarily by implementing the code, or what have you, but by figuring out what buttons and things need to go where. this game, while not intending too, does need a more rpg style inventory system. one that is expected to be opened alot and shuffled through alot. the inventory system as it is, just is too restricting on what is visible to the player. what i mean when i say rpg style system, is grouping equipped items on the list of items, a more responsive and understandable click and drag style, options to destroy objects rather than drop them (realism factor i know, but i also know i can destroy a flash light and gun without much effort or tools). *why i think rpg with this game* the player starts with nothing, lvl 0. begins finding more and more items and useful gear, and his party grows with his inventory.
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you know what would expand on this, a shout communication channel. i dont know how direct communication's range works. but even adding a way to direct communicate for a longer distance, maybe even attract zombies as well, as it really could take this communication method to another level. shouting from the tree line to someone "DROP YOUR GUN!" and i could see people running by zombies eating a friend and shouting to get the zombies to chase them and help out for that person's rescue. also thanks for the shout out.
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you even wrote this like a designer. a lot of words that no one seems to read as you find yourself re explaining things already in the stupid document. or something like that. some of your proposed ideas seem great on paper, but i think you over looked one simple thing that could fix alot of problems for a new player. a button that says open bag is always available in the inventory, without having to click on the bag, to then click on open bag again. in the inventory, there are 2 numbers, the one on the left saying how many free slots there are, and the one on the right saying how many slots are in the bag total. so if a player has an 8 slot bag, by default while empty it says 8/8. i feel it should say 0/8 by default, and when an item is put in it should jump to 1/8 and such. the idea of seperate space for medical supplies would, i think, break the over all scope of the game, which is a survivor carrying everything he can and sticking it where he can. the side arm stuff going in the right pocket of his pants, other stuff the left. tools on his fanny pack (just making a joke, a poor one). but i am sort of discussing this. perhaps a mockup of your intention would go far to expand on what you are imagining. would also be fun to do i am sure.
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i thought this was a great idea, wanted to just laugh though with the thought process. how bad is the wound? zombie took a bite out bit out your pancreas....umm. that's pretty bad bleeding, lucking the zombie didnt swallow the pancreas. i cant put it back in, but we can cook it later and get back blood if we eat it.
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it would piss you off, but i think it would be sort of interesting if you think about it. if he says he has a gun pointed at your back, do you risk to call his bluff? what if he isnt bluffing?
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i think this is a great idea, except for the forced surrender. i feel like an animation the player could do to show submission would function much better, if a player came up behind you and said surrender or i will shoot you, then the player didnt, shot fired. giving the surrendering player a mere button click to show he submits would be enough. putting his hands behind his head and going to his knees. if he, as you said, resists, he would just be shot. your suggestion is great, i dont think a whole new feature would need to be added for it. just a new animation for players. putting up their hands or something. something.
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A plea to Rocket: Fix What's Broken or Let Us Help
gant12000 replied to -E-Claymore's topic in DayZ Mod Suggestions
sharing information with allies is always a good idea. -
it is easy enough to say, but i have a theory that some of the bug fixes will just be putting a bandage on a tumor at this early in a game's development. when all the features that are going to be implemented, are, i think that the final code for the game will be more in focus. i think focus on getting the content in, and working. then work on making the content pretty and sparkly. just my two cents on the subject at least. personally i think adding dogs is the stupidest thing ever, but that is just me.
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why not make it five seconds? and when you log out same thing, five seconds to log out, and such. i say five, because i would rather wait 5 than ten when logging out, but that is just me, and i am impatient.
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Players camping towns for new players
gant12000 replied to John Johnson's topic in DayZ Mod Suggestions
The player, i think, would more likely be dieing from that signature first timer mistake. walking or running immediately along the beach and being eaten by zombies when passing a building. -
A plea to Rocket: Fix What's Broken or Let Us Help
gant12000 replied to -E-Claymore's topic in DayZ Mod Suggestions
as a fan of this game i want to help. i would love to help, but realistically, if fans like me were helping, as competent of lack of competent i may be, it would make things, for lack of a better term, worse. 24 guys working on the same line of code because they can, or 1 guy being assigned code but not meeting deadlines because really this isnt his job. i want to help if i can, or could, but realistically i think stepping back and letting rocket and the guys at BI handle it. a game that was designed for 100 players has far surpassed anyone's expectations. and with each new copy of the game Arma 2 bought, it doesnt put money into Rocket's pockets (yay for dr suess) but it is forcing the larger production houses to take a look at how they treat gamers from the stand point of product owners. summary, we want to help, but if we help we may do more harm than good. sorry for the long post, this is just my opinion, and not a good one at that. -
this is an interesting idea. i could see this being sort of fun, like another unconscious variable. blood, bandage, defib. something to get the blood going again. Realism aside, this is what i personally would want, and wish, i could do in this sort of world. help my friend who is shot down. Arma 2 has an interesting mechanic for this itself, shot down but not dead. could be helped up.
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i personally disagree with the idea of suppressing a sniper rifle, as it would add more code to random spawns and stuff, and i think those are already screwed up enough. yadda yadda some stuff about me being shot at... though the idea of being on overwatch and helping those raiding is an interesting idea in itself. i sit on overwatch as well, but i dont shoot unless something has gone wrong. it would be an interesting idea, to add some sort of weapon that can't kill but can distract zombies in a way that isnt a light source or some other thing telling the world you are on a hill. i could see a paintball marker, firing that at the street to start the zombies shuffling that way due to the noise or what have you.
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i think this would add an interesting mechanic to the game. a gun that is high maintenance should need to be cleaned i think after use alot, especially certain high damage sniper rifles. other guns i dont think should do this, simply because it would overwhelm the player with too much resource management. it turns into searching for food, water, shelter, ammunition, various other supplies to keep all my guns working as well.
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i feel that this is a bad idea, but it brings up another idea. what about faking death? i have been shot at before, by a sniper who is missing, but pretty close. what if i could just fall over, and start the death animation cycle. a good sniper will of course shoot again, and such. but it will draw some players in, and that would be a great moment. when he goes to loot the body and suddenly the other player shoots back. this of course, realistically, would be a hail mary play. but it is a survival situation, and if the player keeps his head to time the fake right while being shot at and moving, then it could be fun.
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Blood number, we really don't need to see 1200.
gant12000 replied to vulfy's topic in DayZ Mod Suggestions
i am willing to bet that it will implement a health bar system in the HUD, along with the screen turning grey. -
Players camping towns for new players
gant12000 replied to John Johnson's topic in DayZ Mod Suggestions
i feel that everytime a player dies, they usually learn a lesson. what that lesson is, that is up to the player. when a player dies after sitting for five minutes to load. then takes a few steps into a village and dies again, he learned nothing. let the man try again without that super long wait. i personally feel that the super long wait should be a mechanic later in the alpha, err beta, err whatever it is. i feel that this would also be incredibly beneficial to new players, and keep them playing long enough to learn all these lessons, like using the scroll wheel to loot a body and such. and the all important lesson of if he is shooting at you, he is not friendly. -
Players camping towns for new players
gant12000 replied to John Johnson's topic in DayZ Mod Suggestions
i think that a bit of a learning curve for new players is a good idea, totally. i know everyone is hard core and thinks that the new players should just shut up and learn, but we all were new once, and we all at least learn after the first death how to play, and slowly put things together. i think a quicker respawn after death would be ideal... maybe for 30 minutes after death or a new weapon is picked up, the character of the player doesnt disconnect when killed. maybe a bit of code could be applied to it so when try again is clicked or what have you. just something to keep that player from raging out and not trying again. this could apply to all players even. -
i know this, and you can also use the stars, which i use frequently. but, when in the forest, and coming across multiple path's causing you to realize you are not where you thought you were on said map, especially at night, becomes tedious after a while. i know stumbling through the dark is realistic and such, but i would like to be able to mark on my map without freaking telling the whole server. and i do take breaks from the game, so logging back on in the middle of a forest and trying to remember where i was isnt very fun. I could see people becoming worried about the state of my personal life, if they see my desk with printed maps of the world and pins in it as reminders, as well as notes for myself on what i will be doing next. signs could also be used as a warning for players to stay out of towns and such. "warning, survivors shot on sight" outside of stary sobor would be very informative on my next course of action, but not issue a challenge to the whole server, or make it sound like i am locking the town down. when a player is raiding, and in kill mode after being nearly killed in cherno, it is good to give him a way to issue a warning without putting himself at risk. Human's have done that throughout history, which heads on stakes and such. heck, pin a dead zombie to a tree as a warning to survivors. could you imagine going through the forest, where it should be safe and there, nailed to a tree, is a dead zombie. nothing sends a message that someone is in the danger zone.
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[DayZMod] The Dayz Statistics thread!
gant12000 replied to Ander (DayZ)'s topic in Mod Announcements & Info
could you show how many hatchet's have spawned in military bases on average per week? i am just curious as i am wondering if i am beating the odds in some way.