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Deathcall

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Everything posted by Deathcall

  1. Deathcall

    Tether ropes

    Torches could be implemented yes... You could also simply drop a flare (or chemlight if you want to attrack less attention), and pick it up so people can follow you. Truly, this problem has solutions already built in-game. Torches could work yes, but there isn't a need for them since you can use something already implemented, not to mention that a torch would mean your hands are occupied, while it seems that flares and chemlights can be carried around while still having your weapon in hand.
  2. Deathcall

    Parkour/Free Running

    I insist, let go of the "parkour" idea and focus on "dynamic use of enviroment". It'll weird out less people. Think less Prince of Persia and more Uncharted.
  3. Deathcall

    New Notifications of people dieing

    It's an okay idea. It'd help keep track of how many murders are taking place in the server though, which might be considered a bad thing by some people. In all honesty, I believe that these kind of ideas (yours and the ones that suggest the "X killed X" model) are all a matter of just sitting down and figuring what implementing them will or will not accomplish. Realism is out of the question here, not only because this game doesn't truly follow a "realistic" path, but because we already have the "X was killed" thing in game, which is pretty much the same as what people are suggesting, but with a bit less info. In regards to your suggestion. I think it'd be good, if only to measure the level of "KOS" going in in the server. But well, it's back to the previously mentioned arguement all over again.
  4. Deathcall

    Tether ropes

    If you have a map, open it and use shift + left click to set a waypoint. With that and a compass, you can't really get lost or separated from your group.
  5. Deathcall

    Helicopter Crash Sites IMPROVEMENT

    Sounds like a good addition, though, I actually read somewhere that it's possible to "hear" the heli's crash if you log in as soon as the server restarts and you are nearby. I, however, have some concerns: How often will this event happen? Why do these heli's crash at all? (Irrelevant, I know, but I'm curious) Does fire consume all loot if nobody reaches the site in a certain amount of time? How will zombie-spawns around the site be handled? (if any)
  6. Deathcall

    Parkour/Free Running

    Not sure "parkour" is the way to go, but a more "agile" system where you can actually interact with the enviroment in a more dynamic way would be nice. Yes, it would require another engine, Arma 2 is just not up to the task, but as someone else said, that's no reason to disregard the suggestion itself. On a related subject, if you want "parkour" you'll most likely need better building and city designs as well.
  7. Deathcall

    PLEASE Stop Duplicating Topics

    Perhaps people should begin using tags more often, that way, you can find related topics more accurately.
  8. Deathcall

    Growing a beard

    It'd be realistic. Though if there is a new feature coming that will allow us to further customize our in-game avatars, it could become a moot-point.
  9. Deathcall

    Bandit ‘sensing’ with intuition and music

    Interesting idea but hard to implement. Considering the abundance of long-range weapons in this game, it would only work when you are so close to the person that it'd be mostly useless, unless he or she is trying to trick you.
  10. I would like to see stress (and its effects) implemented in Day Z. Stress has been suggested in previous threads, though not as many as I expected (did a quick search and found only a handful of them that argued the point in extent), so I decided to bring it up again and add to the idea. I'm not suggesting this as a consequence of the current KoS tendency, or the over-abundance of bandits or untrusting survivors. Those problems (if they are problems at all, it would depend on how you see/play this mod) are a separate matter which I do not wish to adress on this particular thread. Now the formalities are out of the way, I'll try to explain my idea. Stress (source: http://en.wikipedia....tress_(biology)) "In psychology, stress is a concept about condition that can be described as: feeling of strain and pressure, feeling of anxiety and being overwhelmed, overall irritability, feeling of insecure, nervousness, social withdrawal, loss of appetite, depression, panic attacks, exhaustion, high or low blood pressure, skin problems, insomnia, lack of sexual desire (sexual dysfunction), migraine, gastrointestinal problems (constipation or diarrhea), and for women menstrual problems, may cause more serious conditions like heart problems." I'll spare you further copy-paste for now (though I strongly suggest reading the whole article, it's very interesting). But I believe that with that short introduction, you can see where my idea is going. Having a "stress-meter" could affect the game in various ways. Here's another link which can illustrate this point: http://en.wikipedia....e_immune_system (sorry for all the external sources, but I think it's better than copy-pasting everything). In short, and just as an example, high stress could force you to eat more or prevent you from eating at all. It could also make "bleeding" more common, or make it keep going for a while even after you bandage. It could also have more "social" effects, for example, someone who has high-stress could grow so distrusting that it wouldn't allow other people to give him/her a blood-transfusion or other medical-aid. Panic attacks are also a possibility. Now the idea is "seeded", we have to figure out how it can be implemented with game-mechanics. How do we gain or lose stress in-game? Gaining stress by klling people or zombies is a possibility. Though the mere-fact that we are in a zombie-apocalypse could already be enough. Stress could be gained at different rates depending on the "stressor". Losing stress could be related to new medical supplies or social behaviour options such as a new "talk" mechanic. It could be situational (can only be done near a fire-place) or something completely different. Losing stress by just sitting around and doing nothing should also be possible, though at a diminished rate. How does stress affect the player? Already mentioned a couple things, you are welcome to add more. Do we want stress in the game? Major point. I would gladly welcome it. I think it'd improve the community by requiring further social-interaction between players. Can it be done? Sadly I know little about modding or the ARMA 2 engine, so here I am of little help. Well, that's my idea at it's current state. The only thing I ask of my fellow forum-members is that they read what I posted and the pertinent parts of the links I provided before posting since I believe the background information is vital to this suggestion.
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