Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

S3V3N

Members
  • Content Count

    1668
  • Joined

  • Last visited

Everything posted by S3V3N

  1. S3V3N

    finally,release 0.58 on Stable

    I am 99% hostile, 1% helpful. Always! ;) Works for me. Dayz is the perfect game to practice! Also - I totally made that explanation up. But I'm a good guesser.
  2. S3V3N

    finally,release 0.58 on Stable

    I'm sure anyone but you can... I climb radio towers and don't fall down once. Instead of blaming the game, you should pay for a better internet connection. I am 99% sure this is what is causing your issues. The engine can't relate your position back, before your ping breaks up. Then the next time the engine requests your collision data you may already be on the roof. Result: You're being placed inside the ceiling, because your collision data is always three steps behind your visible position (what you see on screen). Avoid the stairs and ladders if they kill you. There are still plenty of spaces to go without climbing onto buildings.
  3. Beans please, if you only came here to find out how long the actual title of the thread is ;) I didn't even watch the video.
  4. S3V3N

    Northern Military Base

    Hello, I want to share my suggestions for the final blank spot on the map, often called the NATO base. I tried to come up with something that will integrate with Dayz's regular gameplay, yet pose a special challenge for advanced groups and completely suicidal players. This was inspired by the thread about EVRs (known from Namalsk) and if they should have a comeback in Dayz. Even without EVR this is a doable scenario. What do you think? Add your own ideas to the map, if you like. I know it is a long read, but I hope it's an interesting one. Thanks in advance for coming through! https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I always found that the last major area that needs dressing, the NATO base, should pose some unique challenges. I think it should contain an experimental nuclear device/reactor of some kind that oozes radiation and slowly drains your health and lifeforce, but somehow works like candy to the infected. This first idea is to prevent anyone from camping there, but also to impose a time lock on going to the area and escaping alive again. The second idea is that it should be the only place to find a live helicopter, e.g. parked inside one of the old cooling towers. BUT the area needs to be big enough to force the player into a decision: hunt for the helicopter (and some okay loot on the way), or go for the reactor and find some unique parts needed for basebuilding. Of course, bigger groups might decide to split up there and go both ways, so the heli crew could pick up the ones that go looting hardware. There could still be a few more unique places, e.g. for special vehicles over there, e.g. a tank truck, which allows you to refuel the chopper. Adding yet another objective. No matter how large the group, they would have to prioritize one over the other at some point. Another idea is that the area is actually highly dangerous without a map, keycard or dossier that tells you about lock codes and remote disarming of boobie traps and locations of claymores. These could vary from day to day/restart to restart. So, in order to obtain this information you have to kill and search a certain type of zombie first. Ideally, these "information" zombies don't all spawn there, but also at helicopter crash sites or military bases. They should be recognizable, e.g. by wearing a General's Stars (and hat) or similar insignia; they might have a black briefcase chained to their wrist ^^. Players, who find this information could try and contact others over radio or PA (or leave a message pinned to a wall), in order to work together on this problem. You could, of course, just try to wing it with one piece of information and hope your luck holds up - but you would have limited access. Going into the origin zone without proper preparation will very likely get you killed. Likewise, the information sheets should degrade over time (per server restart) or decay when a player is shot at. So anything but a headshot, any damage to gear or equipment which has the information sheet inside it would make it unreadable/badly damaged; this is again to encourage cooperation, at least until the point where conflict becomes unavoidable. IT also means you need to protect your guy who carries the information on the way in. Sure, a protective case will help there, but he's still a VIP + acts as your guide through the zone. Add to this the occasional ERV storms, which could be announced by pulsating waves of sound and light from the reactor and you have a really fucking scary situation. I guess you can only survive these ERV storms in special led compartments/isolation chambers that are scattered across the area. Once you enter, you would have limited actions available, i.e. can't pull a weapon or shoot inside. This is, so if you enter a room and there is already somebody in it (perhaps 4-6 seats/iso chamber) you would have to talk about what to do with them when the storm subsides. Perhaps some people would be reasonable enough to cooperate. I think this adds some kind of endgame feature to the game, without feeling like a level-up mechanic. Only highly organised and well prepared groups should be able to get a chopper at all. Or to build things at their camp nobody else can. It would also add a huge scare factor to the game, as there are several unique threats apart from massive amounts of zombies in that area. So yeah, I'm all in for those Namalsk like storms, as long as they are tied into a greater (non-intrusive/non-verbal) narrative. Wanna know how shit started falling apart? Go to Nukeland and see for yourself ;) Bigger image: https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I would not say the cause of infection was the meltdown of an experimental reactor. It just happens that this reactor melted down and the infected seem to be attracted to it. Within the radius' marked (+)(+) they are all drawn towards it. But they are also attracted to light, sound, etc. Whatever the cause of the infection was, it could have developed after the nuclear accident, as an accelerated mutation of a simple virus or of a potential biological weapon that was set free during the accident. I just basically want a badass zone with crazy shit going on ;) The explanations should not go deep, just be very visually visceral; leave it to everybody to make up their own story about what happened exactly. This is the stuff for sitting around campfires and telling ghoststories. I would not like Hazmat suits in the game, nor would I like any protection against the radiation, except in the form of maybe Potassium Iodide (pills/solution) to be ingested after the raid to help return you to normal health. Whichever way you do it, this zone should get you almost killed, even if you succeed in everything and fly out with the chopper. It would be delicate to balance. It has to be hard as fuck to come out of there alive - and very rewarding. I think the only place where I can imagine a hazmat suit, would be near the reactors inner containment. There could be some kind of air lock that needs someone to walk through in Hazmat and another person to activate it and run the control room. Perhaps it is possible to gather depleted uranium to be used for more effective/deadly machinegun bullets, e.g. for the chopper or base defenses. Why I don't like the suits is, because you will need to hurry up in that area and inside those suits you would get too hot and have limited options to use your gear. Also you would need pressurized air tanks. At least when they are done realistically.
  5. S3V3N

    Northern Military Base

    The devs are developing story for Dayz's singleplayer anyway. I rebelled against this myself and got banned for a week - thus my warning point ;) Rocket would probably not want this either, because the idea of Dayz was always to create story from within. But stories consist and require certain prerequesites, first of which is the setting. And in Dayz we have city, rural, military settings, but they repeat throughout the map. There are no unique challenges tied to a location. The shipwreck for example, is in no way different from a small city or village you loot. There could have been vertical gameplay involved at the ship, it could have been a smart piece of level design, but it ended up being more or less a nice-looking game prop. Prison Island is a lot better. It can become an interesting place in the future, when we can barricade and lock stuff properly. I can see some story happening there. What I am providing with this example is more opportunity for story in Dayz. It will be a place where you come back from and tell your friends about, as if you're recounting some old war story. It's nothing different from Prison island in that way, except the zone is bigger, more diverse and more challenging than prison island. But it stays true to the same concept, which is why I think it will fit seamlessly with Dayz. My objective with this idea is to create something fun that isn't hitting high on resources and needs only minimal extra development effort. Dayz is already behind schedule, and I don't want to put additional stress on resources the developers need elsewhere. However, I see the modelers are making updated versions of walkie-talkies and gasmasks, so clearly the art department has some time to spare and could work on such things as the reactor or radio building as well. I bet they prefer it over making small props all day.
  6. S3V3N

    Northern Military Base

    Endgame to me signifies something like: Get the BFG and defeat the Spiderdemon-Boss of this world! There is nothing inherently endgame about the area. The only difference to other Dayz areas is that there is the unique radiation threat and you need to use a little more strategy and thinking-on-your-feet than in other areas of the map. It's certainly a place where groups will clash, because there is a helicopter and a high concentration of high yield loot. The positive side effect of this is that some of the best equipped groups of a server will clash in that area, instead of hunting bambis at the beach or in cities. The whole concept of this area is to appeal to groups that have everything they want, except for a helicopter or certain rare materials. I guess you didn't get to the part where I wrote about the small trading cycle that will develop, because of this zone. I'll probably go over my text and highlight the most important parts, so there is less of a misunderstanding what this zone is about. You can ignore this area completely and still play Dayz like you do now. Without missing a thing. You can also go there and explore the blue and red zone, just for the yellow zones you will really need to work with a group.
  7. S3V3N

    Dev Gam Hamburg 2015

    I noticed in the updates/news that C.Torchia is coming to Dev Gam, Hamburg. I live in Hamburg, and I've been thinking about going, but honestly - I've been to some Gamecity Events and they were basically promotion days for studios like "Goodgame" (which make no good games, at all). Can you maybe ponder upon what you expect to be doing and seeing at Dev Gam and why you are going? Are we gonna see Dayz stuff, or is it a private visit? I'm curious. What can indie game-makers expect that is different from the "networking" at those Gamecity meets? P.S.: Anyone else from Hamburg here and wanna go? Maybe we can meet and go together. Infos and thoughts from other forum junkies are appreciated, too.
  8. S3V3N

    Notif- when players enter/leave the server

    I was playing at night with only 2 other people on the server. I happened to meet them and they shot me :( Chances are higher on a highly populated server, of course. But Dayz is just that game where you happen to run across the only two assholes left on the planet when you least expect it ;)
  9. S3V3N

    EVR Storms in Chernarus

    I have made a blockout and described the area a bit, where I think such things would be possible, yet stay localized. If you are interested, have a look: http://forums.dayzgame.com/index.php?/topic/228281-northern-military-base/ I think the topic has potential and needs to be discussed, but I would also not like to see such phenomena everywhere on the map.
  10. S3V3N

    Keep your teams mates informed!

    That's what I'm saying all along. I've had silly fun playing dressup and mixing with groups that communicate over direct only. I remember one particular time in Gorka, at night, when I was looting the police station and suddenly heard voices in direct. I ran out the back door, but that just gets you trapped in Gorka and one of them spotted me and shouted at the others and telling me to drop my weapon. I sprinted through the red brick house, fired my shotgun and ran across the street. Actually, I ran past the back of one of their guys, who turned for the shots. I crawled behind a heap of rubble there and watched them, as they were flocking around the street talking to each other . One of the guys wore the same jacket like me, but a cowboy hat. I had picked up a cowboy hat earlier, because one of my friends will only accept cowboy hats as his headgear, so I put it on. At the next oportunity (cowboy guy was checking inside the red brick house) I just mixed with two of the others on the street and stood there quietly, turning around a little, as if I'm searching for myself ^^. I then shouted in direct: "He's in the police station!" Everyone rushed to the police station and I ran the other way. I took post inside the green house at the entrance of Gorka, which is like an A+ sniping spot for the police station from the top floor. I saw them running onto the roof, wondering where the mysterious man vanished to. So much fun! I had a hunting scope and the CR527 (which I gave to a friend now) and shot at one of them. I don't think I hit him, but I scared them good enough to turn back from the main road and go towards Black Forest. I lost eyes on them, but followed them for a while, knowing they didn't come my way and probably didn't turn back. In Shakhovka I caught up to them again, but then lost them for good. I think they logged out in the area, probably in the forest around there. But it was one of my most fun moments. I just wanted to take them out one by one and spread fear from the forest. Unfortunately, I wasn't good enough or fast enough, but the night was still one of the best in my solo player experience.
  11. That's honest, but sounds a bit disgruntled. Beans for honesty! The CLE is working great and makes it a lot of fun to play, already. Despite the missing features (most notably: infected), I get the fucking kicks out of stealing somebody's truck, sneaking up on a fireplace at night, or going through town or military bases. The encounters are still what makes the game great - even without infected. I'm just missing a bit more common sense from the players. It's not necessary to shoot at everything that moves... I was really sceptical for a long time, because I enjoyed the mod(s) so much and they felt more complete and still do to some point. But the mods are pretty different from the SA now. All I was doing there was getting a tent, car, chopper, looting bases and collecting weapons. It was really amazing and I've had great company and lots of fun playing, but it still felt more like a videogame. In the standalone, I sometimes just take a walk without destination to see what happens on the way. It's a "the way is the goal" kind of game for me. I also like most of the map, though I feel a few more unique locations/challenges should be added. But that might be happening in the future. Prison island is a start, however I'd really like a bridge going over there. I see it like this: "Stalker" was released on an imperfect engine and had lots of flaws and content taken out, just to make the game run. It's had serious problems in some parts, but would I rather have not played it? NO! I can deal with a few bugs and problems. Game development is a bitch and players will have to adapt a little and not always demand perfection. Even developments from EA and other studios are riddled with bugs on their first release - and they aren't exactly creating novelty and creative titles, for the most part. I'd rather have a Dayz that has a few problems than to have no Dayz at all. -> Edit: okay, I didn't see that post from Rocket was ages old. I somehow landed on the first page. However, I mean what I said.
  12. If he'd bent his knees, instead of shooting standing, he should have hit you at least a couple of times. How can he miss so badly, even when he is standing?! The wrong people often get the right guns. You should not have stopped for the other guy. Always stick to the original target and try to isolate him. This is something that's really annoying sometimes - these guys that are just killing for "fun", because they think they are in no danger from an underequipped player. But they have nothing to win either, just wasting bullets, imho. I wish there was a quick throw option in Dayz. Equip a few stone knifes and throw them at the attacker. If you manage to come that close, you should be able to shake their aim in some other ways than punching; even if it means throwing a can of beans at their head ;) Throwing stuff at players does damage, but holding g and releasing it to throw takes far too long to be useful in combat.
  13. S3V3N

    Dev Gam Hamburg 2015

    Hey fellow Hamburger ;) I'm honestly a bit confused about that myself. I got a mail from gamecity about a week ago, telling me about the Pre-Party "Badge Pickup". I expect that is where you get your badge or "ticket" for the event?! Seriously weird, because it's not clear from the mail or info on site. Here is the link: https://www.eventbrite.de/e/badge-pickup-pre-party-devgamm-2015-tickets-18229811858 5€, according to this. However, I doubt everyone can go to a party the day before the event. Plain weird. This is pretty much all the info I got from the mail sent to me: Invitation: Gamecity Treff Official Badge PickUp Pre-Party September 9th, 2015 Admission from 06:00 till 10:00 p.m. University of Hamburg, Edmund-Siemers-Allee 1, 20146 Hamburg Strange, I can't see the text I pasted here, unless I select it by left clicking/making a selection. Let me know if you can read it. Digitally invisible ink ;)
  14. S3V3N

    Northern Military Base

    It's good to have performance in mind. I try to think as narrowly as possible around the Dayz game mechanics. So that nothing too demanding or novel prevents this area from working the way it should. As far as I am informed the devs want to expand the city of Topolniki and there is already a base planned in the exact area I chose for this suggestion. I don't think this concept would hamper with the performance and most of the buildings are used everywhere else on the map. Of the few new ones I planned new, most could be used elsewhere on the map and replace some existing industrial structures. The pump station and waste disposal, as well as the radio station would make perfect sense in other places. The only unique part is really the reactor and the chimneys. I made some new screenshots and changed a few of the models sizes. I also made the first chimney "under construction" and tore some holes into the dome of the reactor. That would be where the light shines through, giving the area around it a spooky kind of illumination. I wrote some explanations, because maybe it's not always clear which buildings I placed around the base: I might make some paintings or "concept art" to give it a bit more soul. I think you have to picture this area in your mind. I'd really rather have something like this than just another town and one more base. Even if I die there more often than I make it, at least I'll have something that will always be a unique challenge. It's just a notch different from the rest of the map. Without being completely alien to it.
  15. I am not engaging groups, they are engaging me. For sports. I like to have at least a chance and for that I need to hear what evil plans they are hatching out. I am aware that shooting at a group and causing chaos is much easier than trying to escape one. I play on constantly full 50 player servers and have 1-4 engagements every session. Very rarely these are friendly encounters an never have I had any luck with 2 men groups, especially if they had worse equipment than me. I just want to level the playing field by saying: hey, if you are talking to each other on Skype and not on Direct, you have an advantage, because I can't trust you. If I had a way to hear what people are actually saying to each other, the problem would go away. Or I would avoid them, if they actually wear the headphone models I proposed. It puzzles me you can't see how TS3 or Skype are not fair. Why do you guys want to constantly chat to each other anyway. Press a goddamn button, if you have something to say, if not stfu. And I am saying (all the time) - this could be an option for some servers, so if you need to have TS, go to a server where the recognition isn't on. Battleye scans your PC for third-party software, before entering a server. Simply include the main programs for VOIP into Battleyes list and then force a model onto players that displays a headset. I think it would be recognizable, even if someone wears a helmet. Stuff is glitching through everything anyway. And if you think you look stupid with it, then play on a server that doesn't have the extra ruleset for Battleye. Simple, all parties happy.
  16. S3V3N

    Post Your Gear So Far

    Me and my trusty CR527. I've been holding on to this one for quite some time now. Awesome rifle. I usually leave it and the backpack stashed away when I go into dangerous zones. In the protective cases are a couple more handguns, magazines and ammo. I also crafted a nailed baseball-bat, but had no chance to try it out yet.
  17. Well done, beating 3 guys is pretty tough. It's a typical situation - 3 people gang on you, even though you have nothing they would want. Maybe your helmet, but hell it's only cosmetical at this point any way, innit? Finding a CR75 takes no effort, just a little scavenging. So they payed with their life and their gear for attacking you. Maybe next time they will be less offensive.
  18. S3V3N

    Northern Military Base

    As we have seen in many movies, normal biology rules don't apply to infected humans. They don't have a circulatory system that depends upon renewal of their cells and constant blood regeneration. In fact they are always depicted as quite the opposite - corpses that are animated solely by the virus. So, I think it would be reasonable to say they decay fastest near the peak level radiation, but that would just mean scarier looking zombies. There could be stages of decay, such as: 1. Freshly spawned infected -> normal zombie 2. Decaying infected -> damaged zombie 3. Rotting infected -> crawling zombie That would totally work with what is in the game and planned already. See, I'm not all out against such things as hazard suits and the likes. But I'm trying to use Dayz's existing features and planned systems, in order to make this work with minimal effort. Nothing I described is actually hard to make. The radiation zone is just a damage volume within which the player receives different stats from what the normal surrounding does to him; just like water changes your status to wet/soaked. You get sick faster that's basically all it does. The reactor will look awesome, no doubt, but it will just be a trigger like all other sounds and light sources, except it will override most smaller sources and have a bigger radius of influence. Everything I concept is from a standpoint of integration with Dayz.
  19. S3V3N

    Landmarks & Building/ Flora Variation

    Variety is costly in computer games. Dayz is already a RAM-eater par excellence. Each of the new meshes requires to be loaded at the start of the game and whenever you enter an area. Whereas all the same meshes are actually instances of one mesh and have to only be loaded once and then confirmed when the area is streamed into RAM as you pass through. In other words - you don't want too many original meshes, because it slows down performance and has no value for gameplay as such. Each of the games system eats up resources and most of the resources are taken up by AI, because AI is really fucking difficult to write for a sandbox game. I imagine tens of thousands of lines of code go into the infected. What the devs are doing by offering only limited variation, is giving us just enough difference to be entertained, while holding back enough resources to invest into the other systems (like collison information, vehicles physics, weather, item spawns/CLE, etc). In a game about horticulure you might plan things entirely different, but everything Dayz can do at this point is already pretty impressive. Especially when it works ^^
  20. That is exactly my point - I want friends to use in-game voice, as if they were actually in the place together. With Skype or other VOIPs it is like you are in Dayz and at the same time in a chat room. Not only does it take away from the immersion into the game and makes most people constantly chatter (missing the finer sound cues, like a truck driving in the distance, or faint echoes of shots fired), but it also is just giving them an advantage over players who meet ingame and use ingame chat. I don't give my Skype details to every nutter I meet in Dayz, and I don't wanna join yet another password protected Teamspeak server. Even the walkie-talkies in-game don't mute you to players in the vicinity. Because it would be unfair, if nobody can hear you speak outside of Dayz. So why is it fair to use Skype? I have nothing against 2-3 people sitting in the same room and playing together. That's actually awesome. I let them have their advantage. But I can't stand the thought of groups larger than 5 that are completely silenced, even though they are constantly talking. One advantage of the solo player over large groups is that he only needs to coordinate himself. So he can actually stand a chance, if he knows what they are doing. "Cut him off left" he screams, and I careen off the hill to my right to forfeit that plan. You can act only, if you have information. Okay, so let's presume it is impossible to block players access from VOIP, even if only on selective servers. How about showing visually that they are running third party VOIP software? The game should be able to detect, if someone is running Skype or TS3 in the background, right? That's a small addition to Battleeye. So then, players who use it could be shown wearing a headset with big bulky ear cups that are easy to spot. The kind that pilots wear. That would at least tell us who we are dealing with and it would make it easier to tell if a guy is actually alone or has his friend waiting for him (or for you) around the corner. I don't want to spoil anyones fun, but Skype users are spoiling my fun, so it's not unreasonable to at least discuss a solution. If supression is not wanted or needed, then at least make recognition an option, please! Alternatively, why shouldn't it be possible that your mic is muted, until you press caps-lock in Dayz? That way you would be heard in global chat as well as on your TS. Only problem I see here is it completely defies the use of TS or Skype and people would only use global then anyway.
  21. S3V3N

    Flanged Mace is a balanced weapon:

    The only thing you can kill with a flanged mace is another guy with a flanged mace. I wasn't joking completely - when I find one, I throw it away. Has it been tweaked in some way? These things used to be completely worthless, just like the sword. I can kill you in three hits with my axe, too. And it chopps wood for fire! Mace and Sword shoukd be 1-2 hit kills, imho - depending on body parts you hit.
  22. S3V3N

    Northern Military Base

    I totally agree. That was one reason, I am against protective clothing, too (even though xCAPx really seems to like it ^^). I don't want any mutated zombies there, at all. The only thing special about the area is the (local) radiation, which forces sick status quickly, but then takes a while to kill you (in other words, lots of puking in the radiation ++ area). Apart from that there is no difference, the zombies just feel drawn towards the reactor in the same way they are drawn towards grenades or flares. So it would need a bigger trigger (e.g. sound from the PA system) to pull them away from the reactor's entrance. That idea is mainly there, so nobody can run up there easily. The only things that you can do in the nuclear zone that aren't already in Dayz now, are tied to a few new buildings with their unique functionality. I think this concept could be expanded nicely. I already mentioned the shooting range. xCAP's idea of the waste water tunnel, which you can use as an alternative acess is quite good. However, I would only let it go to the pumping station. The piping doesn't have to go all the way to the lake, just outside of base would be fine. The downside to it is you would get radiation exposure through the water, similar to the radiation in the (+) marked zone. The upside - you could get into a yellow area by yourself. It's a fair tradeoff. I've played Dayz for long enough now to feel like I understand what makes the game great. Dayz is best in its unscripted moments of total mayhem. This area is an idea to provide players with a testing ground for ultimate mayhem in Dayz. There is no zone as challenging as this one in the game, and no matter how nice a new city or a new base is - they don't offer anything really new. By combining known elements with a few new buildings with unique functionality, I'm trying to add more options for players. They may get tired of raiding bases and shooting each other at some point and this gives them an optional goal to strive for. I also think there would be awesome moments in that base when two or more groups clash over the same objective. The winner takes it all! I'm sure some groups will figure it out pretty quickly and will trade guns and hardware, just to get supplies of Potassium Iodide, Epi-Pens, Gasmasks, Silencers and the very valuable Intel, in order to tackle the zone again. Thereby a small trading cycle would develop and other players would come to their bases, seeking trade. If they get screwed with, they may never come back again, so it is in both parties interest to maintain peaceful trade negotiations. Some major bases could become busy places like that, and since everything important degrades, there will always be a reason for even the highest equipped groups to go back there and get some unique piece of machinery/equipment to fix something at their own base. It's much more than just a part of the map in that way. It encourages actions that are possible at this moment in dayz, like trading, but which are risky and mostly pointless, at this time. I can also imagine that some fierce basefights will start when people use the trading as a pretext to attacking bases, positioning snipers all around and planning on their guy(s) inside to survive and open the gates for them. Base builders need to stay sharp and awake! There is just a lot of potential I see here.
  23. S3V3N

    Northern Military Base

    Ah wow, I go to bed and so many people read + liked this in the morning. Thanks, I know it's a lot to read! Zombies are gonna wear survivor clothes anyway, right? So it would be not much effort to spawn a military zombie with a black briefcase around his wrist, every now and then. Or we could find hints about where some piece of information can be found in the locker rooms, e.g. in police stations/milbases, like xCapx suggested. These solutions aren't completely alien to the game or new mechanics; maybe the pieces of intel you gather shouldn't degrade though, or only when shot at; they will be valuable trade items by themselves. I wouldn't say that there is only one fuel truck, or even only one chopper, but here you can find them all in one place. There should probably be more fuel trucks then one, but they can spawn in damaged states elsewhere, while they need only battery and sparkplugs in this base. And you find some materials here that are rare and useful for advanced base-building. ------ I've been thinking about player progression trying to figure out the ways we would take to walk around this place. Most likely this area requires you to drink a lot. The only radiation free source inside the base is the freshwater reservoir, next to waste disposal. That's one place to gather your troops and "freshen" up, before going in. The other is in the south/southeast of "vehicles", where there is a relatively large radiation-free zone with only few zombies. I imagine, there could be target practice/shooting stands around there. People would gather there again, before getting a truck from the vehicle lot. They would also park their trucks there, before going into the main buildings. The long road, from southwest to central should have a roadblock; one of those that rise out of the street and look like a ramp. Without electricity it is stuck. So from the south you cannot drive up on that road, but you can drive down on it and jump over the roadblock. Both entrances south and north have their advantages, but the northern entrance gives you more loot, while the southern lets you get to vehicles faster. You can't just enter south, walk up straight and turn left to go to the chopper. There would be flocks of zombies there, blocking the way + gates. So you need to either get to the Radio Tower to use the PA (lure them away from gates+fences) or use shitloads of silenced ammo or sheer force to chop through them, at this location. That small long road in the center can become a death-trap easily! It is much better to use the areas I mentioned before to recuperate and then take the objectives one by one. Megaphones might also proof useful in this base, provided you can activate, e.g. signal sounds and throw them somewhere as zombie bait.
  24. S3V3N

    Flanged Mace is a balanced weapon:

    What do you do with a flanged mace? - You throw it away! Why? - It balances the game!
  25. S3V3N

    Northern Military Base

    Thanks xCAPx, yeah the gas masks would be useful here too, as I imagine toxic fumes would float and with them the zombies follow, because they like the stuff. I made a blockout tonight, to illustrate better how everything looks and is related. I made the watchtowers last and I'm tired, so they are out of scale and much too large. It was quite fun to make, but I can't be arsed to model the fences and gates. You'll have to imagine them. The yellow lines would actually be walls. Hope you like. make suggestions for improvements or stuff you would do different or completely hate. I realize this is kind of a sidestep from what Dayz gameplay means right now. However, we'll get helis and poison gas and all that stuff anyway. Here it is just all concentrated in a very rewarding, but dangerous zone. It will be possible for solo players to also get to the blue and red zones, but yellow ones - you'll need some help for. And if you chose to ignore all this you can still get most of this stuff in another way. Most likely by trading with people who managed to escape alive. Trade them the anti-radiation medicine you collected ;). If you chose to ignore this area completely, it has no impact on the other game features. Maybe there can even be other ways to get a helicopter, too. But here you get cars, parts and the fuel truck, all in one place. In total there are only a few new buildings Dayz doesn't yet have. Idea: Radio Tower Control Building - activate the PA systems of the base (by zone/area), to lure the zombies away from gates or entrances. Bring your favorite tape! "Take me down to the Paradise City..." blazing from speaker as you lift off in heli or race away in a fuel truck.
×