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poisonman

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Everything posted by poisonman

  1. Well you said that players that die within a few moments don't even go into the calculations and that is really when / where all the DMing people complain about happens, is on the coast within the first minutes - 15 minutes of playing, after that most people start moving inland and lasting a lot longer, would be my guess, that the DMing isn't really being counted / calculated. Otherwise the life expectancy would be going down not up, haha.
  2. poisonman

    Pending Update 1.7.1 Details

    Rocket I see you: [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning but to be honest I also haven't Sandbags spawn in a really long time, are these not spawning either? Will these be fixed as well? Can anyone confirm this as not spawning / bugged as well?
  3. Edit: YES Rocket, I'm really liking all these discussion threads your making but I'm really hating the 20 words or less thing, I really can't conform to this silly twitterish sized replies. I say Yes to testing / trying this idea but a lot of thoughts come up on how to implement this and how it will work. Will you be hearing your own heartbeat when looking at a Bandit? That would make sense as you would be nervous looking at them while your having your "gut" feeling, deciding whether to trust them or not. Or would you be hearing the bandit's heartbeat? That would work too as I'm sure it could relate somewhat to this... http://www.youtube.com/watch?v=JpHRWn9fmII hah So either way you go with that would work fine I guess as long as you make it so you have to be looking / aiming right at the person to hear it. Then we need to test / tweak to get a appropriate distance for this to work from, because you obviously don't want people able to hear / detect people through scopes and Binocs across large distances, the person would need to be fairly close I would assume, but you also don't want it to be too short of a distance considering guns are ranged weapons after all. The heartbeat should be Higher / Louder the more murders you have, ie lower humanity, and get Lower / Softer as you gain humanity and "work it off" so to speak. Distance from the person shouldn't effect the sound of it, would get way too confusing that way. Killing zombies & bandits, bandaging people, giving blood / morphine / pain killers / antibiotics should all increase your humanity, also sharing a fire with someone without killing them should raise it over time, etc (can add a lot more to that, just spit balling) I also agree with this suggestion: Persistent identity through permanent name and appearance would attach long-term consequence to short-term decisions " I like this suggestion too but I'm on the fence about it because it could potentially be abused: "reset humanity with every new spawn" because your not suppose to be the same person right? I mean you died. And you may want to change your ways, team up with someone on your next life. I also like the suggestion of having a chance to not hear the heartbeat. But the chance of you hearing it or not should be based off of two things, the person you looking at's humanity (ie the lower their humanity the greater the chance of you hearing the hearbeat) and also be based off of how long YOUR character has been alive (ie you get better at feeling people out, so the longer your alive the greater the chance of you hearing the heartbeat). Sorry again Rocket, I get carried away in good discussion.
  4. Edit: YES Now Rocket this idea has a lot of potential for the future... but right now it would be more frustrating and painful then its worth. As people have already stated, this would be too much of a CON for new players starting out and people respawning after death and a PRO for bandits who already camp the coast spawn points to kill players for their starting gear. You would now have no way to defend yourself from the already mentioned spawn camping bandits or zombies alike, weapons really aren't that hard to find, every times I die and spawn on the beach I have a Winchester within 5-10 minutes, barns / log cabins are not that hard to find. I feel starting with no weapon would work in the future though, once we possibly have melee combat options, and also once we possibly have roaming hordes of zombies wandering the whole map, also after you implement the 1.7.1 patch where you can actually hide from zombies and escape with LOS. But without any threats out there for the spawn / coast camping bandits (ie roaming hordes, etc) making this change will just turn the coast / spawn points into a bandits dream, like a "shooting fish in a barrel" loot Smörgåsbord. I like how people in this thread are saying players spawning with no weapon / loot with make them less likely to be killed by other players, are you kidding me? There are so many people in the game that will kill you and not even loot you never mind even look at your gear. So not spawning with a weapon, or any supplies at all will not really solve anything. It will just make it suck a lot more when your first starting out / respawn. I really like the idea, but yea, I like how it will make the game more difficult, I love how difficult this game is and really wouldn't mind it getting even harder, but it needs to be within a certain amount of reason, the coast is deadly enough as it is sometimes. Once zombies are "better" in the game and once we have roaming hordes and just lots of zombies out in the world looking for food this would be more feasible, because bandits / players wouldn't be able to sit in one place hidden forever, because every sound they make (especially with firearms, like when killing zombies / other players) would draw zombies closer and closer to them, causing them to have to move / relocate, or possibly just causing them to get eaten by zombies if not careful. And I'm sure as you have probably figured out by my last paragraph, what I meant about zombies being better is, them being more difficult and deadly, being more of them just everywhere in the world (not just towns, it is the zombie apocalypse nowhere should be safe) searching for food, roaming hordes, sounds like 1.7.1 will fix some of the issues with zombies, like not being able to hide or get away from them and with them seeing / aggroing / attacking through walls & other things blocking their LOS. But I feel like their sense of hearing should be much higher which should govern their movements around the world like it does it shows / movies. Not "aggro" the zombies so to speak, but if they hear loud noises / shooting then all zombies in a certain radius should start walking / investigating the general area / location of the noise. Much like in the show "The Walking Dead" that I'm sure most of the people that play this game / read these forums know about and probably watch, like at the end of the second season when Carl shot and Killed Zombie Shane, the roaming horde in the woods heard it and started ascending upon Hershel's Farm. You get my point, sorry for making this longer than 20 words or less, couldn't help it. But I believe this is all constructive / helpful input so it shouldn't be too big an issue.
  5. poisonman

    Sandbags

    you can vault sandbags, entrenching tool takes them down as well, sounds like very well placed if vaulting them kills you though, and also a bug, haha, that sucks
  6. poisonman

    Incentivizing Teamwork opposed to Punishing Murder

    Unnecessary' date=' players should make the precautions themselves. [/quote'] Those ideas are hardly the entirety of this concept. As far as this idea, I meant a more visual indication such as completely holstering you weapon or a friendly wave. The risk/precaution would still be entirely up to the player. You could always say, "screw this, I'm shooting." Nothing about any of these suggestions is meant to take the risk out of the game. Nor are they about enforcing peace among survivors. What I imagine this specific mechanic to simulate is something you often see in single-player RPGs. NPCs don't like it when you talk to them with your weapon out. I believe that survivors should atleast have the option for showing they don't have hostile intentions. The risk in doing so would be that you've put your gun away (hypothetically), the precaution would be making sure the other guy has done the same as well. After all if it is a stupid idea thats fine, but atleast we are brainstorming. Double click Left Control key on your keyboard, your weapon is now lowered, that much is already in game atleast.
  7. there definitely seems to be a bug with the mouse wheel system ATM where different options get stuck in your mouse wheel options and do not go away no matter how far away the object in question is from you. Like last night I was sitting behind a sandbag wall my group had put up to block a entrance to a barn, and I was hiding zombie corpses in the barn and the mouse wheel option to remove the bagwall came up, then later when I was no longer near the barn, the barn was not even in sight, I was trying to recover a steel bolt and accidentally clicked the remove bag wall option that was still coming up in my mouse wheel options for whatever reason, and then someone from my group on vent says the bag wall just disappeared, who did that, yup and it was me, miles away from the barn somehow. My friend was also having the same issue where he had the save tent option in his scroll wheel still when he was on the opposite side of the map from his tent.
  8. poisonman

    Day Z...WAS.....fun

    Hey look a angry post from someone who probably never left the coast.... Ya know if you travel like 5 - 15 minutes inland in any direction away from the coast and you would stop having these kinds of problems... And I agree this will get better when direction communication is fixed.. until then there is no real way to *QUICKLY* communicate with someone that your friendly or your intentions... So it comes down to basic logic, this is a survival game, the point is to survive, not just against zombies but in general... and without a quick way of communicating with people around you it makes it really hard to not shoot first and ask questions later... otherwise you may be the one on the ground dead.. its sucks but until we can do it quickly with the ingame voip instead of trying to type it out and hope the person sees and reads it, I don't really see it changing until then.
  9. poisonman

    Pending Build Progess: 1.5.9

    Hey rocket, not sure if anyone posted this yet or if your aware yet or not, but there seems to be a bug with the mouse wheel system ATM where different options get stuck in your mouse wheel options and do not go away no matter how far away the object in question is from you. Like last night I was sitting behind a sandbag wall my group had put up to block a entrance to a barn, and I was hiding zombie corpses in the barn and the mouse wheel option to remove the bagwall came up, then later when I was no longer near the barn, the barn was not even in sight, I was trying to recover a steel bolt and accidentally clicked the remove bag wall option that was still coming up in my mouse wheel options for whatever reason, and then someone from my group on vent says the bag wall just disappeared, who did that, yup and it was me, miles away from the barn somehow. My friend was also having the same issue where he had the save tent option in his scroll wheel still when he was on the opposite side of the map from his tent.
  10. poisonman

    Which T-Shirt design would you buy?

    yea honestly I would buy #1 and #2 right now! #3 I'm not really feeling
  11. I've come to the conclusion this guy is a idiot, seriously dude? most servers have 50 players max on them, some less, the map is huge... have you looked at it? http://www.maplib.net/fullmap.php?id=14237&legend=1 Welcome to Chernarus, a 225 km2 open world post-soviet state. TWO HUNDRED TWENTY FIVE SQUARED KILOMETERS!!!! Do you realize how big that is? and how small of a area your bitching about? Sounds like you haven't even seen 1/1000th of the map. If you move away from the coast where everyone spawns you will probably won't run into bandits anymore. I mean its simple logic, 225 km2 and only 50 players per server, very high chances if your not ON TOP OF THE PLAYER SPAWN POINT, that you may not even see another player your whole damn play session unless you are grouped with them, or if you choose to seek out other players. And I'm also glad that at one point in this totally useless thread you even labeled your "brilliant idea" as "segregation", here is a history lesson, it doesn't work, ever hear of "separate but equal"? How did that work out in the end? That and I like how you mentioned UO, most people that loved that game, the freedom, the openness of it, and the PVP. People left in droves after they announced their "segregation" patch that broke the world into Trammel and Felucca or whatever. Sure the game is still running now with active subs, but it still doesn't erase the fact that it killed the game for many. /thread
  12. I don't see Bandits as a problem because this game is suppose to have PVP and Bandits are part of the game. The only problem I really see is carebares crying trying to get them removed or trying to change the game, if you don't like PVP why are you playing this game? I'm just baffled by all this.
  13. poisonman

    Here instead of playing Dialbo III

    yup spent my money buying Arma 2 for this mod instead of D3, and It was a great decision.
  14. well the thing is the way I say it would give more risk to bandits, which is good for the flow of the game, its a survival game but the game is meant so that no one can last forever even if they try to avoid zombies and pray on just players. The zombies spawning on the dead players in one minute intervals on top of dead player bodies attracting zombies in the immediate area, would help balance shit out with bandits, because if there is more then one player and the bandit is laying prone somewhere in a tree line, they can sometime take out a whole group, ive seen it happen before, this would balance it so the bandit will eventually have to move on, loot quickly, whatever, hide bodies otherwise he will be a risk of zombies as well, rather than isolating himself from that side of the game and just harassing other players all the time. this is obviously tweak able so you can make it 20 or 30 minutes instead of 10 with the 10 zombies and then the player corpse turning into a zombie itself. or even tweak the amount of zombies that spawn off of it, to make it balanced / fun. but I definitely think it could be a move in the right direction, everyone needs to be on their toes in the zombie apocalypse .
  15. I like that too Ash, or... "Corpses should definitely attract zombies in the immediate area like it does now, but I like your idea as well, maybe have the corpse spawn one zombie a minute, up to 10 total until the corpse is hidden" Or after the 10 minutes and 10 zombie spawns the corpse turns into a zombie himself, and after awhile all the zombies eventually roam off as singles or a group or randomly in search for food, and if you kill the resurrected player zombie you can loot whatever was still on him after the 10 minutes if he is not hidden.
  16. Burn corpse with matches / wood or matches / gas, should definitely attract zombies same as a flare or campfire would, but since your burning human flesh and blood I would think it would attract more. I like it. Corpses should definitely attract zombies in the immediate area like it does now, but I like your idea as well, maybe have the corpse spawn one zombie a minute, up to 10 total until the corpse is hidden, and if one of the 10 dies and the corpse is still there it will spawn another after a minute keeping the maximum at 10? Kinda like it. I think multiple corpses should definitely increase the amount of zombies but you would need to definitely need to test it a bunch and tweak it so it feels right, so its not too OP, but also keeps things interesting. Zombies should also investigate other zombie's deaths, not just player death's if they are in range of hearing / seeing it.. only makes sense, they are attracted to sounds / smells, and to a very limited perception of sight.
  17. poisonman

    Suggestion: fine tune new zed behaviors

    all great ideas, hope someone sees my post, it is buried already! :-P
  18. poisonman

    Build 1.5.8.2 Hotfix

    The human body holds 10 - 12 pints of blood right? Could be that.
  19. poisonman

    IF this was an actual game...

    in case anyone missed it? it is the post directly above yours...... /facepalm
  20. poisonman

    Suggestion: fine tune new zed behaviors

    There definitely needs to be more zombies in the world, and not just in towns / cities and buildings, anyone that watches "The Walking Dead" or any of the numerous Zombie Movies / Shows, knows zombies will roam either by themselves or in herds / packs in search for food. That and things need to eventually be fixed so Zombies break down doors & barriers to pass through them rather then just being able to walk / glitch through them like they do now. Sure they hang out in towns & cities because that is where people (their food) usually are, especially right at the start of the outbreak / apocalypse. And Zombies will continue to hang out in these towns & cities long afterwards as well because these places will still get traffic from survivors scavenging for food / supplies / etc, but this shouldn't be the only place they are. But after everyone is either dead & converted to a zombie themselves, or survive and escape you would think at least some of them would roam around the map looking for food, mainly sticking to roads & paths, but zombies don't think or care, they would wander through the woods if they had to, to find food. There should be less zombies randomly in the woods then a open field or city / town (I totally agree here), but they should be out there looking for food. No where should be safe forever like the woods are / can be in this game at times. The campsite the survivor's had in the woods outside Atlanta eventually got over run and do did Hershel's Farm, as a survivor in the zombie apocalypse you should have to unfortunately move / relocate every so often to survive. I also understand the need for zombies to spawn, dynamically or not, when people get close to a town or city so things are exciting and challenging, and thats fine, but there really needs to always be a certain set amount of zombies in the world everywhere all the time both roaming by themselves & in herds as well as just staying in one place like they do now, all of this on top of the dynamic town / city zombie spawning. No where can be safe forever from creatures who don't sleep or get tired and their only motivation is to find you and eat you, zombies aren't smart and can't / don't think (they are dead), but they are relentless and never give up. Zombies don't know quit or really much of anything else other than you looking delicious.
  21. poisonman

    IF this was an actual game...

    If this was made as a stand alone game, or as part of some particular existing game, what kind of consumer model would you want to play it on? How would you rather pay for it? This really depends on how you go about it, I'm willing to put money down on this game either way, but you really have something here with this game / idea / concept. I think it could really become Huge if it was developed as its own game from the ground up, and it really would be awesome as sandboxy MMO, so you can have more people and more zombie then our small 50 person servers we have now. I would easily pay a box fee and even a monthly fee if you were going to go that route, although the Guild Wars approach (no monthly fee) is nice too. But if you go the MMO route you would have to make sure the game stays the way it is, no levels, no quests, open world, basically the same game you have now, just bigger and more in depth in a MMO space. You could go in more depth with and beef up the "crafting" system you have now with the setting up fortifications, repairing vehicles, etc. etc. If you see what I'm saying / getting at, I don't want the game or your vision to change, but this concept would really take the MMO scene / gaming scene by storm. Also: I think even if you were going to start developing this as its own game from the ground up, and even if you were going to take my suggestion to push it as a MMO to make it the same game as it now but larger scale, It should be studio developed, but it should be able to take ideas / suggestions / and even help from the community kinda like it does now already in the Alpha, and be kinda like a Hybrid Development situation. For the servers if your going to push this as a bigger MMO title it should obviously be Studio Servers as most games, it works out the best & you can have more control to prevent cheating, and faster on bug fixes and patches, I just feel the overall response time of things is better when you have all the control like that with having / owning the servers as the developer / studio. And why not do a Kickstarter, I'm sure lots of people from the community you have now actually playing the game not to mention, the gaming community in a whole would probably have no problem throwing money your way to make this dream a reality. I know people are already trying to throw money at you for the Mod, so yea, that shouldn't be a issue.
  22. poisonman

    The Crossbow.

    hear hear But yea definitely need to fix the bolt recovery, both for hits and misses. If you hit a enemy the bolts need to be lootable off the corpse so you don't lose them, and if you miss they need to be more visible so you can find them and pick them back up (if you miss they seem to just disappear from the game world) haven't had any luck at retrieving missed bolts at all, at least the ones that hit have a chance (very small chance) of actually being retrievable. That and its very hard to get hits / kills with the weapon at times, I've got multiple head shots with it before, without getting a kill. This could definitely be made better / fixed as others suggested with better sights, a scope, or possible fix with the reticule / aiming mechanics of that particular weapon. That and getting back to the multiple hits with no kill situation I stated above, the weapon may do well with a slight damage / range increase as well. I'm not sure if its lag or glitchyness with the zombies or what. or maybe if it is just the erratic nature the zombies move in at times, but its seems nearly impossible to hit a zombie on the move after they are alerted with the crossbow, or even if they are standing still / roaming (unalerted) with the "shakes" they seem to have at times. (lag / glitch?). It can cause you to miss the zombie when your standing practically on top of it, its bad. And of course when I'm talking about the above, most of the time I'm aiming for head shots because of the problem mentioned earlier, where most of the time if you hit the body instead of the head you lose the bolt as it disappears / is irretrievable.
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