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Jugg

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Everything posted by Jugg

  1. Jugg

    Remove NVGs.

    They are super rare, that's why they are so good and no I don't have any. The game needs more rare things for people to seek out and maybe fight over if they too want the item. Personally I would like if they could be seen on the player model since the effects of other players greed could draw potential conflict.
  2. Jugg

    MERGED: changes to inventory system

    Honestly I've had no issues with the inventory system. Once you figure out what's what and how it works its pretty straight forward. Kind of like good old DOS. Oh memories of blue and white. Any-ways, the only aspect i would like to see implemented (if possible,others doesn't matter all that much) is to be able to see our visual backpack inventory open next to our visual 'on person' inventory with a drag+drop feature. This would make moving things around extremely easy but again, I'm not sure how possible this is in the engine.
  3. Jugg

    Should we scrap bandit models?

    My preference would be to keep them and develop the system so that there is more skins involved in both higher and lower humanity. With that said, if its causing technical issues remove it until a later point or change the system so that it takes affect when you have logged off and back in rather then instantly. Whichever helps more.. but its definitely something that should remain a part of the experience. Especially when there is vet servers with no way to even ID friends without coms.
  4. Jugg

    Something for the woods

    Native wildlife - Further from a town you go the more likely you are to encounter it. Bears, Dog packs etc. Also lots more rabbits and birds. =P Zombie pack - Zombies have chased a civ/survivor into the wild. When you encounter this they (civ/surv) are already dead and being munched on by zeds. You can choose to kill the zombies and hope for some loot or just avoid them. Lost zombies - Self explanatory, they got lost and now wonder the wild. Simple ideas and a more thrilling hike.
  5. Jugg

    MERGED: Power station/grid

    These ideas might work better in a different mod as they seem to shift the focus from "post apoc survival" to "Faction wars + zombies". It sound like an entire different game. With that said, I could entertain the idea of a few more LIGHT vehicles in the game. The other issue with "mining" etc etc is that it takes the focus away from scavenging which is bad. This is a summary of why I think these ideas would not benefit Dayz. Factions are bad, the force you to pick who you are and who your friends are before you've started playing. Why is this bad? Not knowing who is who, and as to what their intentions might be is what adds to the paranoia and sense of fear you feel any time you even think someone might be around. Crafting/Gathering (resources in a fixed location) would take away from the need to continue to wander and explore, which forces you to experience the sense previously mentioned thus driving a more emotional game experience. Heavy Vehicles/Artillery. Artillery is over the top, its completely useless to the games design currently. Unless there was a roaming hoard of 250+ zombies that moved around the map randomly it servers no purpose. Personal carriers and other armour also serve little purpose as they remove the threat to your life. Making the ammo etc rare changes little in this regard, the object becomes either completely overpowered in the current game.. or borderline useless at all other times. Developer time is better spent else where. Operable power plants. This is an idea I can work with. It encourages team work between strangers, benefits a community and gives the good guys something to aim for beyond just not getting killed and it lends itself to emergent player driven game play. The ideas themselves are not bad, but they are simply not suitable for experience the mod wants to create. That said don't stop trying to come up with new ideas, just try to remember what type of experience the game is meant to be.
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