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Your DayZ Team
Jugg
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Everything posted by Jugg
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Which T-Shirt design would you buy?
Jugg replied to mattlightfoot's topic in Mod Announcements & Info
Number 2. Clean, simple and Direct. -
Some players are already roaming death squads that you have a small chance of encountering with randomised loot if you manage to kill them. So this idea is essentially in the game already and can be forgotten. Next!
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Killing others, and being killed doesn't make me feel anything. However the stand-off, the negotiating! That gives me a massive rush of adrenaline, knowing that a wrong word or too great demand may sway the course of events one way or another is intense especially since I'm inclined through my natural real world behaviour and adherence to principle to try make things end well for everyone while also knowing that due to our close proximity things can get messy quickly. Hands get the shakes, alertness sky rockets watching who is where and what they are carrying, their movements whether they be defensive, offensive or co-operative with requests. Adrenaline, Tis the only drug for me. This is imo the experience the Death matchers and 'shoot on sight' people are missing.
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http://dayzmod.com/forum/showthread.php?tid=3352
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The Buddy System [Friend spawning mechanism]
Jugg replied to zackb101's topic in DayZ Mod Suggestions
Having to spend time finding your friends is what makes your life valuable. THIS IS NOT COD ETC ETC ETC. Finding your friends is part of the EXPERIENCE. Part of the ADVENTURE. Part of your STORY. You are in the wrong game if you don't understand why these things are important to maintain. I've had to find my friend at least 3 times now. Each time involved finding town signs/land marks, describing the location of the moon to determine which coasts we were on, avoiding towns known to be hot spots, going to far inland and running past each other, freaking out because someone lit flares so we knew there was potential hostiles between us. Each time was an experience that summarised this game not just an inconvenience that prevent us 'playing together' .. we already were playing together. -
Game Design Analysis: Why Cross-Server persistency must die
Jugg replied to Tartantyco's topic in DayZ Mod General Discussion
Agreed with 99% of the op. At minimum items should be server restricted to prevent smuggling and inflation. For what its worth I'm more then happy to have different survivors on different servers. I'm also sure that more servers will launch over time making limitations less of an issue. -
Agreed, agreed and agreed. Zombies definitely need to be a much greater threat and dealing with them more difficult. Maybe taking 2x as much damage in body shots to take down. The environmental survival aspect is going to be developed over time I believe but yes, it also needs to become more dire a situation to cope with.
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A setback of X hours would encourage afk and idleing. Servers are full enough as it stands. As for the game losing its appeal, bluntly put... no. The game is in alpha and every change or new system/mechanic that gets introduced will bring people back to try it out. Eventually the game will be interesting enough that death wipes will be just another reason to start having fun all over again. Otherwise the game will serve a smaller community. Since its not a game that's being sold it doesn't really matter.
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Not sure if serious...
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Humanity will still play a role and tbh, rockets hinting and wordplay tells me it may very well be a decent roll but thats pure guesswork. Regardless I will be doing my bit to properly test this alpha by NOT acting like a bandit and seeing how the systems change works. Currently I treat everyone with paranoia anyway. That hasn't stopped me making a few friends though.
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Exactly.. and there is room between 200b and 800b for other easier to obtain fresh food etc.
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It is my opinion that zombies should rush towards the origins of a sound and only once there start searching at a rapid pace for something to nom nom. With this design you could make a withdrawal from a long range shot, throw a grenade in a direction you want the zombies to be redirected, drop a smoke grenade at your feet or whatever other way you could work out to escape... but this at least leaves options and introduces tactics to handling a horde. With that said... I don't have this issue because i play like a fucking ninja.
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After a 1km run the zombies should catch and maul you to death imo. Deal with them or don't make them angry.
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Maybe fresh/cooked food would be more beneficial in terms of blood gain or some other short term effect, but canned food has an infinite lifetime with low gains?
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Creating new maps for arma is a pretty huge ordeal from what I've seen. Most mods just use the existing campaign maps for this reason. Another technical issue I've noticed is that zombies don't recognise height. I.e. something above or below them is acknowledged as being on the same level as they are. They might use a spherical detection method I'm not sure.. but it would make lots of vertical space difficult to play in.
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Not going to lie, anyone who manages to get to 10,000 negative should go from bandit to infected and have that option. Its just to cool.
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You know what I think would be interesting? If when you spawned you were randomly assigned 1-3 skills. That's it, you are better at these things then others on average. No improvement during game play, they were your life skills before the apocalypse arrived. Some might be more useful then others, so be it.. that's the joy of the random and unknowing nature of the game. Just like life, sometimes you get the short straw and get 1 shitty skill. Other times you get 3 decent ones. If you die or re spawn within 3-5 hours you get stuck with the same skills though to stop people from trying to get better starting skills. Then again the game without any skills is more then fine with me too, no mmo skill books etc. At most manuals that you need to carry with you forever could possibly help you do some things a better, but they take up space and decay over time to prevent item inflation. Or elderscrolls style, get better at things that you do would make sense as well. That would reset on death.
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The Buddy System [Friend spawning mechanism]
Jugg replied to zackb101's topic in DayZ Mod Suggestions
The only spawn system I'd be ok with is a 2-5 minute window when you initially spawn as a fresh survivor. Your friends may spawn on you, but only as a fresh survivor themselves. Essentially you are starting your adventure all over again.. just together. If you want to keep all of your gear, then you must use it to find them the good old fashioned way. -
I kind of feel humanity should slowly increase over time up to a maximum.. say about 5000. Why you ask? This is why (*note I am not, and have never been a bandit). I once was forced to defend myself.. I could have walked away, but someone took a shot at me and given he had greater range I was forced to close distance and put him down. This luckily left me with 200 humanity. This is my weaker reason. Here is my better reason. I've been in a position where I could eliminate at least 5 people on different occasions, but I'm no bandit and and neither is my friend that I play with. I chose to kill none of them as this would make me no better then the bandits I kill. What did I do instead? *One teamed up with us, we kept him behind me and in front of my friend. This way trust was a non-issue. *My friend communicated with 2 while i kept them lined up, they were asked to lower their weapons to show they were friendly and we moved away. They wished us luck afterwards. *another approached us far to close and with inferior weapons. I told him to turn around or I would open fire and he did so, then left when I told him to move on (All on direct coms). *The last communicated with us after he saw us kill a bandit we believe he was hiding from. Since we could neither see him, nor determine his intentions (ie if he was a bandits friend or not) we moved away from the direction we at least knew he was looking from. So, for all these HUMANE actions I neither lost humanity.. but I also was rewarded with NONE. A system of humanity growth would have only further encouraged me to be diplomatic. Also I feel as though this humanity growth should only happen within a certain range of others, and should be delayed so you cannot see it increasing. further, the more time you spend with 1 person the less it should increase until it reaches zero (kind of like a pool that empties) This way people who "accidentally" became bandits can simply 'try' to be near people and take no aggressive action to slowly become humane again. Yet a bandit with no interest in being humane will never have to worry. Any ways.. just ideas.
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Definitely love to see some form of settlement creation going on. Large or small, both interest me. Some change will need to be made though as currently dying causes your items to de spawn after X amount of time. Structures will need to remain persistent regardless of player death in some way to have legitimate settlements/base camps/hideouts otherwise things will be constantly disappearing which will be just be cumbersome. I can think of a few options off the top of my head. Option 1. Simply allow all players to always interact/take/move things.. that way someone's death doesn't mean losing half of your walls/defensive structures. I can see this being odd if some random just starts up and packing away your walls though .. lol. Option 2. When building/placing a structure, all players within say 20-50m will be tagged as that structures owner. As long as 1 remains alive the structure will not de spawn. The survivor can then 'add' others to the ownership of said structure again once they find their way back. Option 3. Small structures will maintain the current system (tents, razor wire etc). Large structures (larger tents, garages, concrete walls etc) can only be erected/dismantled with the help of the appropriate vehicle. Option 4. (Less exploitable, vulnerable imo) All structures decay over time and simply require components to stay in good condition. Removal is done via explosives/construction vehicle/Power tools. Destroyed/abandoned buildings will become components for other structures.
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Well that makes sense. I figured it was some kind of "vial" to indicate sickness. Colour me happy either way good sir.
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No safe zones please. Unless players can set it up and maintain it themselves then I'm 100% in support of it, but I don't see that being very manageable. At most I would like to see some type of mechanics that allows players to take initiative and TRY to set up a trade base/route. Nothing game enforced however.
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[PICTURES] Dehydration/Hunger Mindfuckery - MORE HALLUCINATIONS TO COME
Jugg replied to ErwinRumble's topic in DayZ Mod Suggestions
Love the idea and I agree that whatever you see or hear should be something that you would consider an actual threat. I'd like to add a few ideas. Definitely agree that there should be long term and short term sanity. To a degree this could be linked with humanity. I also think that the cause of your sanity should change what it is that you hallucinate. Not only this but the hallucination should last longer as your situation gets worse. Short term causes and effect *Note the food related hallucinations should require a long time spent in a deprived state. -Dehydration, Causes you to see empty cans/bottles as actual cans until you try to use them. -Starvation, similar to dehydration but with food items. -To much time spent near player corpses and prop corpses cause you to hear random zed moans and grunts to your sides and rear at a medium distance. Long term cause and effect *These take a considerable amount of time develop, counter with a new form of med found in hospitals and rarely residences. -Spending LARGE amounts of time alone causes paranoia. You hear gunshots, footsteps. The worse it becomes the more often and closer they get. -Killing people with positive humanity causes paranoia. You see people, bandits, animals and zeds in your peripheral vision at both close and far distances. The worse it becomes the more often and much closer they get. There was another thread in which someone suggested exposure to weather, and sickness.. it would be great if that could ever be incorporated to the hallucination and paranoia system. -
I couldn't agree more if I wanted to. To the point that I was thinking of making the exact some post almost =D. I thought it might be interesting if too much time in the rain could cause a cold/flu which would require antibiotics. Lack of treatment or nutrition would cause the condition to worsen. A camp fire (any fire tbh) would allow you to dry out quicker and not get sick. A raincoat/water proof poncho item could be added to allow travel in the rain and cold with minimal concern. Obviously this item wouldn't be visible due to model restrictions/difficulties but could possibly decay or risk being damaged if prone is used too often. Packing it into a backpack would prevent damage.
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My feelings on this is that blood should regenerate, but at a very slow rate. At minimum 10blood per hour, so 240blood per day (log off numbers). This could be accelerated up to about 1200 per day by maintaining green levels of food/drink. Lower levels of food and drink would constantly reduce the rate of regeneration. Food/drink rates should also decline faster when regeneration is in effect. Not only this, but there should be a limit on how often you may eat/drink without becoming sick. Blood packs should also not be instant IMO. They should regenerate at about 500 per minute and require the subject to move no faster then upright walking pace. Any rapid movements should risk the pack spilling and being wasted. Numbers can obviously be tweaked, but I feel the regeneration system should neither encourage people to idle for periods longer then a few minutes nor allow them to simply wait out long periods in safety. If you are injured you must actively do something about it, while also not being able to heal at unrealistic rates or through unrealistic methods.