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Everything posted by gangrenetvp
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If I see a player with an Ipod... I will cuff them, take the Ipod, and make sure it is properly destroyed.
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I'm a friendly player.... If I see a player with "Bling", I'm going to rid the world of that... It will be my new purpose in the game.
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Should players be able to self, take blood and blood bag themselves? I've been playing by myself a lot and I'm always healthy and heal quite quickly! That being said I think I am the best source for my blood. I know my type matches! Shouldn't I be able to put the needle in myself and drain my blood to the bag? Also whats stopping me from hanging the bag anywhere?... a tree, a wall, and administering my own blood bag. They don't fully heal you... It's not like the saline. Make it take some time. It shouldn't be too unbalanced. Thoughts?
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Just a thought, looking for opinions. What about a mechanic in the game where as your clothes get to be damaged... stuff can fall out of your inventory and onto the floor to simulate physical holes in the item, be it a pocket or a backpack... the more the damage the larger size of items that could possibly fall out. It could be semi rare and an annoyance... but force you to find better or repair your gear. It could also get progressively worse depending on the condition of the item. Worn: Still physically whole and dependable. Damaged, small items rarely drop out 1x1 items... Badly Damaged, larger items 2x1 rarely / small items 1x1 slightly more often... Destroyed, pretty much useless... since you let it get to that level of disrepair you may have to leave it behind somewhere(hide it in a house) and come back for it, because stuff just keeps falling out semi often.
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Damaged Inventory Storage... possibly dropping loot
gangrenetvp replied to gangrenetvp's topic in Suggestions
"I'd like to see some sort of visual/auditory clue when it happens though. (I hear something fall out of my backpack) or a soft "clinking" sound when it falls out." Agreed. I think in the final game that inspecting your gear while looting will be pretty routine... how's my back pack holding up, "Inspect".... There is another hoodie, is it in better shape than mine? "Inspect".... -
"i do think that you should be-able to collect little Needles with like 15% of blood in them, that would atleast give you some vision back and you'll beable to give it yourself." I like that. "You don't have to bloodbag yourself in order to gain blood back." I know that.. that's why I originally said, "I'm always healthy and heal quite quickly!" I'm wanting to store some blood in case I get sick and I think, although it is not a cure, it may help survive. Thinking proactively... since I'm "healthy" now, and I'll gain the blood bag blood back and I know I'm my type... it's a good strategy to farm my own blood. While we are at it, I think saline should be removed completely. No one thing should heal someone back to 100% regardless of their condition. I like that blood only heals so much... You also must either make your own blood or go through the process to make sure the blood won't kill you. Question, can food, water, blood, and saline be tainted by a player yet? Like have 3 canteens on me... one is poisoned by myself... some players kill and loot me... the guy that grabs the wrong canteen will see the error of his ways... ;-) You should be able to mark your containers with a pen... even if it is "A", "B", "C"... so I can look at the canteen and know that "B" is poisoned.
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This will work, I'm always trying to beat my record and get to 70 days alive.
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Weight Carried: Impact to run speed and sounds
gangrenetvp replied to Horatious's topic in Suggestions
I'm not for weight affecting the running speed. It should probably effect how much energy and water you use while moving. I don't run slower with a pack full of stuff, but it will sure make you more tired. You'll have to stop and eat / drink more... -
Color degradation from blood loss has to go (loss of visual fidelity)
gangrenetvp replied to alleycat's topic in General Discussion
I'm on the side of the OP. Bars are useful in games as I cannot actually feel or hear accurately what my character is experiencing in the game. I want the eye and ear symbol back. How do I know the amount of sound I'm making? Is the sound in my headset accurately reflecting how easy I am to be heard by characters or zombies? You haven't a clue! In the mod I'd hear sounds that were not in balance with the ear scale... I also cannot tell how thick the grass is I'm in and how that reflects, in the games reality, to the zombies... the game has to tell me in order to make accurate decisions. In real life I know exactly how quiet I am being if I'm being sensed by a zombie by it's reactions... does it look around? This isn't and cannot be accurately modeled in a game. Same for if I'm able to be seen or not. I'm for having a button like "I" or something bring up a menu of the five bars. That's Stomach, Energy, Water, Blood, and Health... In the gameI can't really get a feeling that I'm not outright hungry but I could use a little bit of food. You can't accurately reproduce the complexity of the human nervous system without giving a direct measurement. I have many, many states of hunger, etc... Therefore I feel any system without a bar indicator is inherently inaccurate and unrealistic. I know EXACTLY how hungry I am in real life. If I've lost blood, I can feel faint, dizzy, light headed, etc.. and so so forth... I need a bar to get that level of feedback. Same with water. Same with sickness. I can know if I'm a little warm, hot, scratchy throat, itchy, nauseous(even before I'm near throwing up)... these lists go on and on... and again the only way to get that level of detail and realism translated to you as a player is a bar. I know there are players on both sides... So, I think it should be a server option like 3rd person. To each their own. -
Damaged Inventory Storage... possibly dropping loot
gangrenetvp replied to gangrenetvp's topic in Suggestions
Um... The name of that post is repair clothing and it doesn't mention dropping items in the OP, you expect me to read every reply to every post before I can make one? That seems to be overkill. Why didn't you make a whole thread about dropping items, like this one? This is about dropping items from damaged clothes and less about repairing them. The title says it all. If you want to lay claim to the idea... make a thread about the topic instead of just a reply. -
I didn't find my first gun until i was about 6-7 hours into the game... I like that level of difficulty finding guns and such.
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Player Identification and Classification System
gangrenetvp replied to ZedsDeadBaby's topic in Suggestions
They have this on certain mods... I like this variation This would be good for a role playing server. I would like it if I put my "crosshair" on them and pressed a keyboard button, if they were close enough to see... It could go yellow for unknown / no set to a color, red for danger, green for friend, or blue for if your "unsure" of them... after 1-2 seconds the crosshair goes back to gray. You don't need it persistent. Stand alone has much more variation in character appearance and you can tell players apart most of the time except when they change clothes. Any player can be marked when close enough, even if you don't know them. I think that if your character dies you should have to set them back up again though. -
Random Death without hunger/thirst messages?
gangrenetvp replied to TheIronGuardian (DayZ)'s topic in General Discussion
Was your character in the "healthy" state? -
I think balancing should be something more for the beta, let's get all of the gear in at high levels for now so we can test all the mechanics... cooking, hunting, etc... as they come out. Once it is all put together and the game is developed... then we can worry about balancing the game... this isn't the game right now, it's testing.
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I agree with Invisiman2013.
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Yes, add beards eventually.
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You can tell if it's okay... It's called a sniff test...
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This is NOT the #1 problem.... more like the 86,215th biggest problem...
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I agree with pretty much everything here. I heard rocket is working on this now... so I'd like to put in my two cents. Here's my slight shift on this idea. 15-30 second wait on logout. The player should have a certain hand signal, like the flipping off or hands up mechanic... except a different signal, so you know they are logging off... Like maybe something that looks like they are checking their watch. Of course while they are waiting the 30 seconds for the count down on the exit button they can't move or do anything because they are in the menu(Maybe the hand signal is triggered when you hit escape to get to the menu any time). Machine disconnect, same thing... if you happen to be killed in the 30 seconds after a disconnect... too bad... if you reconnect in 30 seconds you're still there ready to go.
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Several Things... First of the whole blood mechanic needs to be slightly revised... There should be a blood rate which is constantly changing the blood level. This blood rate should take many variables into account and apply them all on top of one another. People naturally heal... I'm cut, I scab, I heal... So I think that blood should go up 5 units every minute given everything is good and okay... So in 10 hours of play you can regain your 3,000 health(300 an hour)... and add in the temporary effects of eating... even more, seems fair and realistic. If a zombie hit takes you down 1,200 blood(plus bleeding), then you have to play 4 hours without a SINGLE hit, just to stay even. Seems challenging enough. Given 40 hours of play a player could completely heal with a lack of damage, hunger, thirst, bleeding, sickness, etc... You could add items like creams to give a small bonus to your natural healing. Right now the sickness is OUT OF CONTROL. It’s at the point where it IS taking the fun out of the game. You get sick and die very quickly… A friend and I had a vehicle and we went to 3 hospitals, we were both sick because, it is VERY easy to get sick. We found almost no supplies and we both died, and quickly… If someone gets sick now, the chances of them getting well are slim to none and it’s a matter of gathering meat, just so they can just hang on. Frankly, it’s just better for them to suicide with some more zombie hits and respawn at the coast because playing sick right now isn’t any fun. If you had a chance for survival it would be a fun adventure. It is none of that now. I feel that sickness should take 10-20 hours to kill someone in game time... So if sickness had a -25 a minute effect plus your natural healing... that's a net effect of -20 a minute... which equates to -1200 an hour and your dead in 10 hours, if you don’t get injured, hungry, thirsty, etc… That is a long, but fair amount of time to run around the map and look for very rare antibiotics… I also think that a combination of items should be able to slow the infection, for example chicken leg + boiled water + tent rest reduces the sickness rate to -15, doubling your time for a 1-2 hours. Being able to lower the chances of sickness via a combination of a bandage + alcohol + fire + knife… to burn out and clean the wound within an hour of being bit, I think, would be a great addition. The real issue is eating then, as food could substantially counter -1200 an hour via sickness... Blood amounts for food would have to be altered and the quantity of food that can be eaten would also have to be drastically reduced to a realistic amount of about 1-2 food items per hour... For example, eating a can of food may positively effect your blood rate by +10 for 10 minutes, essentially giving you 100 blood, but that does not cancel out the sickness as your net rate of Natural Healing(+5) + Sickness(-25) + Can Food (+10) = -10 a minute… and after the 10 minutes you’ll be at -20 again and can’t eat for another 20 minutes… twice an hour eating limit. So selecting a choice item is critical(meat vs. a can)... animal spawning should be more rare. Also the rate of hunger should be 4-8 hours and like 3 hours to drink with running changing that drastically. Need to get a swig from the canteen every 15-20 minutes while running full bore. A canteen could also have 3-4 drinks like a clip has rounds. Keep in mind that water has to be boiled. Food and drink could be made rarer if you didn’t have to eat or drink as often. Hunger and thirst would also lower your blood rate… Maybe -30 a minute for water and -15 for hunger. Sick, hungry, and thirsty would then be a nasty combination! Dead in just a few hours. BTW, having food give you between +10 and +30 a minute for 10 minutes is more realistic than getting 600 blood instantly… Eating food during a fire fight would be less like a health potion then. Bleeding, also, could be more realistic and the same with bandages... do you patch up a deep 6 inch would with 1 simple bandaid? To make it more realistic you could have several layers to bleeding. Minor Bleeding = -200 blood a minute(1 hour death time), Moderate Bleeding -400 Blood(30 minute bleed out), Severe Bleeding -800 (15 minute bleed out), Critical Bleeding -1600 (7.5 minute bleed out). There could be another level beyond critical bleeding.... and each bandage takes you down one level... So, if you are critically bleeding you'll have to take the time to apply 4 bandages, if you have that many, and take all of that blood loss before you stop bleeding. If a zombie grazes you, you’re not going to bleed out from that, seriously… minor bleeding seems most likely… if you have a few munching on you, you could quickly ramp up to critical bleeding… a gun shot, depending on where you’re hit could do any of those levels of bleeding + the initial damage. I think that system would more accurately reflect reality. A second important thing would be to make every action in the game a combination of items, JUST LIKE COOKING MEAT. You have to have an axe to get wood, matches to light a fire, a knife to gut, and should need a gun to kill an animal(they should run faster than us, and be scared off easily). Also, there should not be special slots for certain items, just various item sizes(Qty. of slots). What does all of that mean? It means to do various tasks, bandaging, healing sickness, creating a weapon, making food, boiling water, sterilizing wounds, etc… You have to carry around a BUNCH of stuff… having limited inventory and many items needed means making decisions about what you are going to be able to do and not do… and builds up the team idea… To be able to do everything, you NEED to team up. One guy can’t carry a rifle because he’s got an axe(and a pistol)… This guy can’t carry a lot of food because he has a LOT of bandages(medic) because each wound could need 4-5 of them… plus blood transfusions and other stuff to sterilize wounds. So you might have a chef, 2 soldiers, and a medic all in one group because they NEED one another. Just to reinforce what I just said… a bandage should take up the same inventory slots, as a coke can, as a pistol clip, as a map, as a compass, as a gun, etc… Make them all take the same slots so players have to make tough choices… I don’t want to say… oh sure, take the bandages because I have pistol clip slots open… I should be saying to take those 4 bandages, I’ll have to remove one of my Cokes from the bag… hhhmmm, what should I do?
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Demystification of the DayZ loot spawn system [SPOILER]
gangrenetvp replied to insitv's topic in DayZ Mod General Discussion
Any updates with the newer versions? -
Several Things... First of the whole blood mechanic needs to be slightly revised... There should be a blood rate which is constantly changing the blood level. This blood rate should take many variables into account and apply them all on top of one another. People naturally heal... I'm cut, I scab, I heal... So I think that blood should go up 5 units every minute given everything is good and okay... So in 10 hours of play you can regain your 3,000 health(300 an hour)... and add in the temporary effects of eating... even more, seems fair and realistic. If a zombie hit takes you down 1,200 blood(plus bleeding), then you have to play 4 hours without a SINGLE hit, just to stay even. Seems challenging enough. Given 40 hours of play a player could completely heal with a lack of damage, hunger, thirst, bleeding, sickness, etc... You could add items like creams to give a small bonus to your natural healing. Right now the sickness is OUT OF CONTROL. It’s at the point where it IS taking the fun out of the game. You get sick and die very quickly… A friend and I had a vehicle and we went to 3 hospitals, we were both sick because, it is VERY easy to get sick. We found almost no supplies and we both died, and quickly… If someone gets sick now, the chances of them getting well are slim to none and it’s a matter of gathering meat, just so they can just hang on. Frankly, it’s just better for them to suicide with some more zombie hits and respawn at the coast because playing sick right now isn’t any fun. If you had a chance for survival it would be a fun adventure. It is none of that now. I feel that sickness should take 10-20 hours to kill someone in game time... So if sickness had a -25 a minute effect plus your natural healing... that's a net effect of -20 a minute... which equates to -1200 an hour and your dead in 10 hours, if you don’t get injured, hungry, thirsty, etc… That is a long, but fair amount of time to run around the map and look for very rare antibiotics… I also think that a combination of items should be able to slow the infection, for example chicken leg + boiled water + tent rest reduces the sickness rate to -15, doubling your time for a 1-2 hours. Being able to lower the chances of sickness via a combination of a bandage + alcohol + fire + knife… to burn out and clean the wound within an hour of being bit, I think, would be a great addition. The real issue is eating then, as food could substantially counter -1200 an hour via sickness... Blood amounts for food would have to be altered and the quantity of food that can be eaten would also have to be drastically reduced to a realistic amount of about 1-2 food items per hour... For example, eating a can of food may positively effect your blood rate by +10 for 10 minutes, essentially giving you 100 blood, but that does not cancel out the sickness as your net rate of Natural Healing(+5) + Sickness(-25) + Can Food (+10) = -10 a minute… and after the 10 minutes you’ll be at -20 again and can’t eat for another 20 minutes… twice an hour eating limit. So selecting a choice item is critical(meat vs. a can)... animal spawning should be more rare. Also the rate of hunger should be 4-8 hours and like 3 hours to drink with running changing that drastically. Need to get a swig from the canteen every 15-20 minutes while running full bore. A canteen could also have 3-4 drinks like a clip has rounds. Keep in mind that water has to be boiled. Food and drink could be made rarer if you didn’t have to eat or drink as often. Hunger and thirst would also lower your blood rate… Maybe -30 a minute for water and -15 for hunger. Sick, hungry, and thirsty would then be a nasty combination! Dead in just a few hours. BTW, having food give you between +10 and +30 a minute for 10 minutes is more realistic than getting 600 blood instantly… Eating food during a fire fight would be less like a health potion then. Bleeding, also, could be more realistic and the same with bandages... do you patch up a deep 6 inch would with 1 simple bandaid? To make it more realistic you could have several layers to bleeding. Minor Bleeding = -200 blood a minute(1 hour death time), Moderate Bleeding -400 Blood(30 minute bleed out), Severe Bleeding -800 (15 minute bleed out), Critical Bleeding -1600 (7.5 minute bleed out). There could be another level beyond critical bleeding.... and each bandage takes you down one level... So, if you are critically bleeding you'll have to take the time to apply 4 bandages, if you have that many, and take all of that blood loss before you stop bleeding. If a zombie grazes you, you’re not going to bleed out from that, seriously… minor bleeding seems most likely… if you have a few munching on you, you could quickly ramp up to critical bleeding… a gun shot, depending on where you’re hit could do any of those levels of bleeding + the initial damage. I think that system would more accurately reflect reality. A second important thing would be to make every action in the game a combination of items, JUST LIKE COOKING MEAT. You have to have an axe to get wood, matches to light a fire, a knife to gut, and should need a gun to kill an animal(they should run faster than us, and be scared off easily). Also, there should not be special slots for certain items, just various item sizes(Qty. of slots). What does all of that mean? It means to do various tasks, bandaging, healing sickness, creating a weapon, making food, boiling water, sterilizing wounds, etc… You have to carry around a BUNCH of stuff… having limited inventory and many items needed means making decisions about what you are going to be able to do and not do… and builds up the team idea… To be able to do everything, you NEED to team up. One guy can’t carry a rifle because he’s got an axe(and a pistol)… This guy can’t carry a lot of food because he has a LOT of bandages(medic) because each wound could need 4-5 of them… plus blood transfusions and other stuff to sterilize wounds. So you might have a chef, 2 soldiers, and a medic all in one group because they NEED one another. Just to reinforce what I just said… a bandage should take up the same inventory slots, as a coke can, as a pistol clip, as a map, as a compass, as a gun, etc… Make them all take the same slots so players have to make tough choices… I don’t want to say… oh sure, take the bandages because I have pistol clip slots open… I should be saying to take those 4 bandages, I’ll have to remove one of my Cokes from the bag… hhhmmm, what should I do?
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Should we remove barbed wire in the next update
gangrenetvp replied to mattlightfoot's topic in Mod Announcements & Info
Yes, if it is causing graphical glitches. If not, leave it. Short and easy rule of thumb. Graphical glitches make the game unplayable... favor anything that leaves the game playable. If it makes the game unplayable, remove it. Hence we can then play. A game that cannot be played is a contradiction of terms. -
Is there a way to tell how many hours you've been playing a single character? I know when you login to a serer it gives you a Day X, but that is character days. If I am in and out of game for a week the character is 7 days older, but I want to know how many of those hours / days are real logged on time... Is there a way to see that?
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Hotfix Build 1.7.2.5 Rolling Update
gangrenetvp replied to rocket's topic in Mod Announcements & Info
Thanks, I've been waiting to go back to the military areas for a while now... been having to hang around in the woods and small towns because of the graphics glitch... This is a welcomed hotfix!!! :-)