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lugaru

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Everything posted by lugaru

  1. Yeah, we have been hanging around barns and the edges of cities on a less populated server. I've tried various fixes but they tend to be temporary at best. Thing is... I could play the game the way it is until the next iteration comes out if they fix glitching. I would PREFER if zombie spawns and awareness got balanced again (getting spotted from a mile away, never ending waves in remote barns).
  2. lugaru

    Things you are most excited for in an ARMA 3 DAYZ

    Honestly I will be happy just to not have me and my friends fall through floors all the time. That said the customization is a big deal to me... as in individual pieces of gear, armor and clothing. Other than that a more open world (even if it is smaller) would be awesome too.
  3. Short version: Add happiness and ways to stay happy, with a tiny statistical reward or penalty. So I was thinking, it would be great to have a "catch all" Morale stat, and it would allow a lot of cool experiments with player behavior and immersion. Not sure what the benefits of high morale would be or the disadvantages of low morale, but for now lets imagine a small adjustment to the ingame probabilities (slightly less knockout, bleed, disease, etc.). Either way for now lets imagine a Happy character is better suited than a Miserable character. Since being on an island full of zombies is not a good exactly a vacation, your Morale would slowly drain and it would replentish a little when you consume food and drink and perform certain activities. Spending time by a campfire or in a vehicle would halt morale loss. Low blood, hunger, thirst and cold would speed up Morale loss. Now here is where it gets fun... hypothetical morale boosters! Magazines, crosswords and books: they take a few seconds to consume, but boost you up. Drugs and Alcohol: varying degrees of morale boost followed by penalties (accelerated loss, etc). "sugary" food and drink: not as good at replentishing hunger or thirst, but great for Morale. Behaviour: applying blood or bandages to players. Here is the fun one: lose Morale for murdering a player... but once you are considered a bandit you get a small boost per murder. In other words Morale can be used to experiment in player behaviour. Other random boosts: Anything you can find a character model for... Lets imagine you start at 5000, because you are not happy to be in the apocalypse. 7500 - 10000 :lol: (survival odds boosted) 5001 - 7499 :) 2501 - 5000 :| 0000 - 2500 :( (survival odds reduced) It is Gamey, but immersive and intuitive just like most other needs. It kind of works as a score... "not only do I survive... I THRIVE!" Is this the sims? Yes, it puts the "siims" into military sim. What do you think?
  4. lugaru

    Lets Brainstorm... on Morale.

    Yeah, given how excited some players get about shooting strangers, I think it is fair to reflect that ingame.
  5. lugaru

    Lets Brainstorm... on Morale.

    Not at all what the thread is about... but uhm... thanks for posting. I even state that we really need the bandits and I discourage anything that would penalize bandits. This is about adding an extra layer of risk/reward to all playstyles.
  6. lugaru

    Clothe, a way for Dayz to make $$$

    Bandit in a priest skin would be brilliant.
  7. lugaru

    Lets Brainstorm... on Morale.

    I'm refering to Morale, by which I mean the characters belief in himself and his chances of survival, rather than Morality, by which I mean a series of ethical codes. I did a quick search and hit this: http://en.wikipedia.org/wiki/Morale In other words I'm talking about the advantages one gets from being well supplied, supported and entertained, rather than exhausted, starving, bored and overwhealmed. That said Moral choices would affect Morale, but it is hard to pin down Morality in DayZ... you cant straight up punish bandits for being "evil", it kind of goes against 50% of the game. Personally I'm a total carebear, but I need the bandits to exist for the game to be fun.
  8. lugaru

    Lets Brainstorm... on Morale.

    "Friendly! Will trade beans for hook up, gender does not matter, I just want the 1% survival bonus". :P
  9. lugaru

    Clothe, a way for Dayz to make $$$

    For the that is the whole point of finding Cammo... I think everyone should start looking like a civilian and have to work their way up to be stealthy. It creates an incentive and moves the game further away from the "military sim" heritage it comes from.
  10. I'm much more interested in more civilian variety... honestly the more this game moves away from the military sim heritage the better... and it also makes finding cammo clothing more important.
  11. lugaru

    Clothe, a way for Dayz to make $$$

    I had a similar one... I'm not as interested in more military outfits like you are, but I love a lot of the civilian "rocker, worker, etc" outfits. I think it would be more interesting if you had a chance to spawn in jeans and a t-shirt, or a suit and tie, or construction workers clothes. Women would have more options too, like the worker, villager and secretary skins. Not sure how I feel about the prostitute ones, those would lead to some odd interactions.
  12. lugaru

    The proposal from the Russian side

    Yeah, whenver base or settlement building becomes a think cammo will be huge, but for now it would be nice for making tents harder to spot.
  13. lugaru

    Nighttime is NOT realistic

    I find that most claims of realism are real stretches... as said above, the starlight does not contribute any ambient light. Personally I spent A LOT of time outdoors, only in one location though, so I know a good clear night vs a cloudy night, and in arma every night feels like a cloudy night.
  14. lugaru

    Tents - little faq please?

    I was going to ask that... thanks guys for this thread! I have a tent in my backpack right now that I've been meaning to set up but I've been afraid since every other post is "fix the tents!".
  15. lugaru

    Complaints about X is too hard

    I have a hard time thinking of one thing in the game that is realistic... that said it is a fun game and that is what matters to me. That said I also play L4D and most other zombie games... they all have flaws and all have things I like. That said I dont think they should overcomplicate the game to cater to people who dont have a life. I actually think that for the most part this game gets that right... it knows when to abstract, when to simplify and when to cut corners to keep it a game.
  16. lugaru

    I need advice.

    Well if you brag enough about your exploits, your friends might want to jump in. That said I did a "review" of the game (obviosly it cant be reivewed, it is an alpha mod) that is pretty honest about the pros and cons of the game. http://www.theconnoisseurs.com/index.php/news/blog/956-dayz-p-review
  17. lugaru

    Food Variety

    I'm a big fan of food variety, I actually made a mod for Fallout 3 called "FDA" which added more food, drinks and drugs to the game. More variety would be great... dried meat, granola bars, alcoholic beverages, etc. As far as crafting I would not mind stuff like stews, roasts and such.
  18. lugaru

    The Smellometer

    Eating beans will cause a status where over the course of a few minutes your smell will wildly fluctuate. When your aroma is critical, other players can detect you because you give off the "dead body" fly swarming sound. I'm joking too but... hm... you never know.
  19. lugaru

    Am I crazy just using Hatchet

    Well back when guns used to be better, a hatchet + a .45 pistol (revolver, 1911) was all you needed. Now... well, you want a weapon with some firepower if you encounter a player. That said in a team I think there should always be at least one designated hatchet guy for exterminating zombies.
  20. lugaru

    Your worst moments in Dayz.

    Yeah, I axed a guy on a rooftop who had a rifle, thinking he was a bandit sniper. Turns out I got a murder and he had no ammo... probably just pointing his lee into the distance while getting a good look. I felt bad about it for a while. Also I have hated it when I've randomly broken a leg for no reason.
  21. Crowbars work fine, they just suck. I got killed with one once... I was being stupid throwing flares everywhere for fun and a guy ran out from behind a building. I put some shots into him but he beat me unconcious... I think we both probably died. That said yeah, I rarely kill and dont like it too much when my buddies cap strangers. The main reason is that interactions with friendlies are a LOT more memorable. That means I get killed more often than I kill others, but that is not how I score success.
  22. lugaru

    Special Infected

    I've heard Rocket mention 28 Days Later in interviews, which makes sense... the zombies in this game look more "dead" but act pretty much like the 28 days guys. Honestly I love the super infected in l4D... because you can play them. In DayZ they would not add much, similar to dead island. Yeah, I play too many zombie games.
  23. So I was thinking, the game is very open ended and has no hard rules. So in that regard, I was wondering how camps and settlements would work without making them "a permanent thing". The important thing is remembering that this game NEEDS survivors and bandits... take one away and it loses a lot of the charm. Following that philsophy people need to be able to build settlements, and settlements need to be destroyable. Also they need to be buildable ANYWHERE, because DayZ is a game without rules. In other words, like players, settlements need to be able to go anywhere on the map and need to be able to die (be wiped out). So here are a few items that would add up into a nice clan camp or maybe even a full blown city... NoSpawn Lamp posts: Relatively rare, these can be planted and saved. They provide a strong source of light (not optional) and zombies cannot spawn within 10 meters of one, but they can approach one without problems. 4 or 5 of these can allow you to reclaim a gas station for example... while a crazed organized clan could use them to reclaim a whole village or castle or piece of Elektro. Unfortunately they practically make your settlment visible from space, and a helicopter target. Why? Because you need to mark your territory, keep zombies out yet paint a target to keep the "wheel of life" turning. NPC TENTS: Each NPC tent you find spawns a robo-survivor, who mostly stands, walks around sits and does not wander far. Interacting with this NPC can make him recognize you as friendly... once friendly he will not shoot at you. They can be set to two modes... shoot on sight, and shoot hostiles (a non friendly who fired a weapon). Not useful against snipers, but they will look after things while you are gone and gun down noobs who wonder onto your "town" if you set them to shoot on sight. Cost: they consume 1 food every 12 hours (that is placed in their tent). If there is no food they wander off and eventually die. If this happens it will take 12 hours to spawn another one once you fill the tent up. Why? It is a use for crap weapons (give them to the guards), it makes your "town" look populated and gives you a reason to hunt and scavenge... keep the citizens happy. Also if set to only shoot hostiles, you have "law keepers" that will make your town safe if you open it up to any visitor. Building Station: Basically a vending machine that takes sandbags, tank traps and barbed wire as currency. Fill 'er up and every time you ask it for something (a crows nest, a fence, shelters, signs, etc) it consumes some of the materials you put in. This allows you to build up your base, but requires foraging. Why? It will let players customize and give them something to do. On the other hand it will make "towns" unique and instantly recognizable to raiding parties as a new structure. And maybe... Generators and crafting stations: Perhaps everything requires energy, which means trips back and forth with Jerry Cans are required. Also perhaps there are goods that cannot be found, only created, like freshly brewed beer, beef jerky, fresh vegetables, reloaded ammo, etc. That would attract traders... but also fullscale "every guy in a clan" invasions.
  24. Yeah, if I can choose between settlements and not having massive auroras of visual artifacts... I choose the later. I just love brainstorming at work between busy moments.
  25. I dont care if they add bright orange t-shirts with targets on them... I just want more clothes. The system you outline is not only optional but "achievement" oriented. I hope, when implemented, it resembles your ideas.
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