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Everything posted by shadowjack
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Players should develop Mental illness
shadowjack replied to TacticalTuna's topic in DayZ Mod Suggestions
Given the % of folks I have run into in online gaming that "claim" they are on psych meds ... the mental illness angle is pretty well covered. -
Implementing Skill Bars in SA
shadowjack replied to SoulHunter (DayZ)'s topic in DayZ Mod Suggestions
What is the primary skill for RPing? Could it be .....IMAGINATION? USE IT!!! -
Don't see a need for dancing. I could accept it if it comes with the appropriate potential negative consequence. Say Mr Dancing With the Stars Wannabe steps on a large stone, turns his ankle and can't run for 5 - 10 days. Maybe breaks his foot and cant run for 6 weeks. Mr Michael Jackson Wannabe showing off his moonwalk and shuffles off a cliff killing himself.
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You are forgetting that one of the primary reasons many of us play DayZ is BECAUSE of the high probability we will be caught with our pants down. The stand alone will be taking that to a literal level. :)
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Players get ability to restore power at houses and more.
shadowjack replied to edzus234's topic in DayZ Mod Suggestions
Why would you need to repair the main breaker? Did the infected go to each house and destroy them because they are afraid of the light? I would think if there is no power it is not on the individual user level but area wide. A failed substation, maybe the entire area has been taken off the grid. If this is a true apocalypse then the entire grid may have failed on a national/global scale. Your power will come from generators. If the building is intact chances are the electrical will function. The higher profile the setup the more power you will need and the more attention you will attract. All in all i like the idea of being able to generate power as long as it comes with the appropriate potential negative consequences. Any for the occasional random house fire due to faulty electrical? -
I am tired of a politically correct we must cater to all persons world. No crosshairs .... EVER.
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I keep seeing suggestions that the game should have building X so it will have items A B C. To me that just too much of an easy button if you know exactly where to go to have the best chances to find what you seek. Maybe i just haven't been through enough apocalypses but it seems to me that the most sought after supplies ... food, water, guns, ammo, survival equipment ect would not be found at your local grocer, gun shop, sporting goods store. I don't know about yall but every apocalypse i have been through, if im short on supplies in hitting up the first store i see that might have what i need. By the time some random survivor washes up on the shore X # of months or years later im thinking the odds of him finding supplies in the obvious places are pretty darn slim. The better the gear the less likely you will find it where it would have been found pre apocalypse. The SA seems to be heading this way with gear being hidden in buildings, vehicles ect so hopefully we will see much less loot in the obvious places.
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I need to go on a diet anyway. That Pug is looking mighty tasty. Beans for the Pug :)
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Welcome to the apocalypse, im sorry but the convenience booth is out of order till further notice. :P
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Actually is does make sense... depending on the time frame of how long since shit went south. Blood bags would have been grabbed and either used or left wherever others left them. Besides those things need to be refrigerated anyway.
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NO
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I agree ... unless or until you find a way to measure intent.
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I think he forgot to mention it is for the circa 1650 Mod. Anyone for a pirate zombie apocalypse? ARG
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A hostage situation in circumstances like this is not likely to turn out well for the captive. If the captors want you dead your gonna be dead. Best chance, slim as it may be is to make your break before you are bound and gagged. Drop your pack and make your break. If all they want is gear you may make it. Personally i see no purpose to take captives. You want to rob then rob. You want to kill then kill. Taking captives is for griefers.
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As it is now your stuff stays. My point is if you have died and are starting over you shouldn't have knowledge of your past lives, you don't know where the dead mans stash is. What is the solution? Maybe relocate the stash to a random different server? Another reason i favor the stash being deleted is to remove excess gear from the game to prevent over population. Will be interesting to see how the SA deals with this.
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Charcoal as antidote and making fire with no matches
shadowjack replied to mr_plores's topic in DayZ Mod Suggestions
Do you realize the effort and patience needed to start a fire by friction? I have always wondered why we cant start a fire with flares. -
You die and your stash dies with you. Otherwise there is not much point to death.
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character development as incentive [long]
shadowjack replied to _Anubis_ (DayZ)'s topic in DayZ Mod Suggestions
1. I favor a true hardcore Perma-death. As it is now we don't have perma-death. As long as we can loot the previous life's body or visit the previous camp/tent/vehicle to re-gear there is no perma-death. 2. I actually would enjoy a realistic "Dying for stupid reasons" like say you go to vault over a stone wall but your foot slips and you crash face first into the wall breaking your neck or at the least knocking you out for x amount of time. Way it is now i take the glitch events as unintended consequences and move on. It does add an element of the unknown which adds to immersion in my book. -
DayZ Standalone suggestion: Ideas + Medical Side-Effects/Complications
shadowjack replied to TIC's topic in DayZ Mod Suggestions
I am strongly in favor of anything that adds to the decision making in the game. There should be potential negative consequences even if unforeseen/unintended to nearly every choice we make -
The title is kind of misleading ... i was expecting something like 1. Aim 2. Squeeze trigger 3. Dead target Well that's how I would kill on sight :P
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Another artificial emotional mechanic that will put players into a box. The problem with these "humanity/emotional" ideas is that there is no way to measure intentions
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The 2 above me are on it. It is my hope that the game will have enough emotional challenges that we don't need forced and phony mechanics. Im pretty sure this idea does not fit with Rockets vision.
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Burning down houses/bases
shadowjack replied to The Shane Walsh of DayZ's topic in DayZ Mod Suggestions
No way ... what could be more dramatic than seeing Joe, Don and Charlie running out of a building in flames screaming all the way as the night vision goggles melt into their faces? -
DayZ Alpha won't launch until launched !
shadowjack replied to [email protected]'s topic in Mod Announcements & Info
Will somebody get this 2 year old a pacifier? electroban, I nominate you as the poster child for the entitlement generation. Out of the kindness of my heart I would like to give you a "clue". Next time before you make a lame attempt to place "YOUR" own "priorities" onto someone you don't even know ... THINK before you speak. -
How to make death actually matter more
shadowjack replied to Ziliphade's topic in DayZ Mod Suggestions
If only there was a way to make a dead player forget everything they knew in their previous incarnation ... including friends. I just think .... O wait, i hear the nurse coming with my meds ......
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