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Your DayZ Team
joikd
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Everything posted by joikd
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20 words or less: Super-Low Humanity Detection
joikd replied to rocket's topic in DayZ Mod General Discussion
surprising YES from me Co-worker with 6th sense for spotting weirdos said that the heartbeat would be similar to simulating the bad "gut" feeling. Maybe add a random chance of heartbeat being incorrect (misread someone). -
20 words or less: Spawning without a weapon
joikd replied to rocket's topic in DayZ Mod General Discussion
YES If not, then the crossbow. Allows for some defense and quiet kills (very helpful in the early stages). -
20 words or less: Very Low Humanity = Flies/Crows
joikd replied to rocket's topic in DayZ Mod General Discussion
NO Unless we can have colorful faeries fly above players with high humanity. -
I've said it before, and I'll say it again. Not trusting family or close friends in a SHTF situation such as DayZ is completely authentic. Google "Selco" and "Balkan" and read about a year long real-life SHTF scenario--trusting strangers is just not a good idea.
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**Quality DayZ Server Hosting** ~BEC~ |HFBSERVERS.COM| Highest Performance
joikd replied to [email protected]'s topic in Mod Servers & Private Hives
Just confirming that the options for admin actions are the HFB control panel, in-game admin screen, and RCon. That correct? -
Top 3 Bugs you want fixed, Top 3 Features you want added
joikd replied to caddrel's topic in DayZ Mod General Discussion
Fix: 1. Disconnect to avoid death exploit 2. Duping exploit 3. Zombie pathing Add: 1. Change all zombie spawns to north and west edges of map. Spawn roaming packs the migrate south and east (temporarily change direction to follow sounds (gunshots, explosions, aircraft (air drops), etc.) and to attack players (visual)). 2. Change the majority/all of loot spawns to air drops (either random or an authentic type of player influenced). Have buildings spawn only the occasional can of beans, if anything at all. 3. Let players hit "P" while in-game, and select those players on the server that you want to see your tag (ie friendlies) -
DayZ needs objective other than survival
joikd replied to pogoman979's topic in DayZ Mod Suggestions
I'll follow that up with another "NO." Other than surviving, DayZ needs no other objectives other than what we players decide is an objective. By the way, I do not play DayZ for fun. I play it for the difficult challenge in an atmosphere that is truly harsh. Success is satisfying for me, but never fun. I think this is a major difference between the leave-it-alone player, and the please-add-this player. Hopefully, DayZ continues to ignore any fun and social changes unless they are by-products of realism changes. -
In a survival situation how would you have any idea what kind of person you are dealing with? Everyone's appearance would look like shit. You wouldn't know a damn thing. DayZ already portrays this lack of knowledge for the most part (once skins are not assigned). It's extremely dangerous coming into contact with a stranger simply because of the unknown. My god, it's like people want to make everything black and white, so they can deal. Struggle with grey instead.
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Dude, now this is how to adapt to the world of DayZ! Awesome stuff! Not some fake crap forced to make people play nice, but real organization and team work. Does DE stand for Delaware? Denmark? I'm still kind of in loner mode right now, but I will look you up when I feel like grouping up with people. Good luck! And, watch out for those pussy server hoppers!
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No, I don't have much. But, a man named Selco at shtfschool.com survived in a town during the Balkan war in the 1990's, and was completely cut off for a year--no electricity, running water, or food distribution ("loot" drops occurred at some point). The site, especially the blog section, describes many of the same situations as DayZ. Fascinating stuff, and as about as close as you can get to a modern day survival scenario for a large group of people for an extended period of time. My suggestion before making any survival-type suggestions: read the stuff on his site, and see if he has anything to say on the subject. By the way, DayZ currently provides a world that is very similar to Selco's, which I love!
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I don't need DayZ to tell me my emotional state. It does an excellent job now of creating the situations for me to feel emotions on my own. I had many emotions the first time I found different kinds of loot, saw someone/zombies, shot at someone/zombies, was shot at, attacked by one zombie, attacked by a horde, died, and killed someone/zombie, etc.. Over time some of the emotions increased, diminished or changed. Now I will kill survivor or zombie with little remorse and less adrenaline rush--the type of loot the body has on it can still make me feel pleased or disappointed. But, over time I think that will diminish. I am turning into a cold-blooded, emotionless survivor (in-game, of course). But, I am starting to get lonely. At some point I may try to partner up (maybe take a noob under my wing, or find another loner in the north). Or, maybe I will try to redeem my murderous ways by helping people--I don't enjoy the killing (it kind of nags at me). None of these emotions were forced on me by DayZ--the choices I made caused the emotions. Basically, don't tell me my mental/emotional state. Let me experience and feel on my own, thank you very much.
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No end-game objectives!!! No end-game at all other than death!!!
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I would take this idea one step further, and suggest spawning with nothing at all. It would be more realistic--desperate refugees are arriving by sea from some region to the south. Maybe there has been a rumor of a military safe-zone (I have a whole backstory). More importantly, this would cull the trigger-happy spawn nutters who immediately start firing at everyone (I am actually okay with this, but the wimpy "coasties" are not), and immediately force everyone into survival mode (this is paramount!!!). Also, spawn campers would get zero loot for their kills, so their number dwindle. Spawning with nothing benefits everyone!!!
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Don't add artificial advantages or disadvantages for any playstyle, ever.
joikd replied to ezdaroth's topic in DayZ Mod General Discussion
Pussification ideas are running rampant in the forum now. It's time for Rocket to turn up the heat and cull all of the ADD, cry baby, bunny hoppers, and send them back to their mommies for a diaper change. Or, just leave things be and let them wallow on the coast with each other. -
Argument for incentivising cooperative group gameplay without nerfing banditry
joikd replied to Brontez TW's topic in DayZ Mod General Discussion
Simple solution to respawn killers--leave the coast. It takes little time, and leaves behind 99.9% of anyone not concerned with dying. -
A long, logical approach to the "Bandit Problem"
joikd replied to JudgeX's topic in DayZ Mod General Discussion
Here is my short, common-sense approach to the "Bandit Problem": Leave the coast. Form a group with like-minded, trustworthy individuals. Get well-equipped and supplied. Kill anything that threatens. This is one of the many things that Rocket has already made perfect. No need for any changes. -
Argument for incentivising cooperative group gameplay without nerfing banditry
joikd replied to Brontez TW's topic in DayZ Mod General Discussion
There are already plenty of real-life incentives to form groups (supplies, security, medical, firepower, etc.). The disadvantages are, again, just like in real-life (backstabber, less concealment, spreading infection, etc.) IMO DayZ represents real-life in this regard, especially now that there is no way to identify "bandits." The atmosphere is perfect and realistic--trust no one except for family and very close friends. Avoid or attack everyone else. -
You, you and you. You are all part of the problem.
joikd replied to The Killing Joke's topic in DayZ Mod General Discussion
Has anyone read the real life stories by a guy named Selco whose town was cut off for a year during the Balkan wars? Google: selco survival. He talks a lot about how "humanity" degraded, and that the only people you could trust were very close friends and family. Shootings happened frequently if you ventured out in the day. Air drops of supplies on the hills around the town resulted in a "Hunger Games" type of chaos. I think DayZ is giving us exactly the same thing--huge trust issues causing lots of shoot-first situations. I have learned my lesson already trying to be "nice." Now, if I am in a superior position, well armed, well supplied, and you have not seen me yet, I may let you pass, or initiate dialogue. Otherwise, I am probably going to shoot. I just can't trust you, or I am so desperate for supplies I need yours. To me that is realistic and the way it should be. -
Why do you people have a problem with bandits?
joikd replied to Maedis's topic in DayZ Mod General Discussion
Last weekend I spent half of a day moving inland and stopping at each town to carefully gather supplies. After leaving a town on a main highway I felt very exposed, so decided to climb a hill into the woods and travel by cover. When I made it to the woods, I felt very relieved, then BLAM! BLAM! Two super loud shotgun blasts that scared the hell out of me, and I was dead with everything lost. Never saw the bandit lying in wait that I unluckily walked right into (probably would have sniped me on the road if I had stayed). Or, maybe he was stalking me. Either way, well played, bandit!!! Friggin' awesome stuff!! -
Maybe one day we can have herds of zombies (many thousands) that spawn off the north and west edges of the map (inaccessible to players), migrate south and east through the map towards built-up areas or anything else that draws them. This would make the southeast corner of the map the safest from zombies, but more dangerous the more north and/or west you travel. Then, if you clear a town, instead of worrying about endless zombie respawns in front of your eyes, you only have to worry about zombies coming from surrounding area (migrating and/or drawn to the town by player actions). Until then, with the current system, I would prefer the max amount of zombies possible with a very slow respawn time like one hour.
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This Is Best Game I've Ever Played
joikd replied to Strategos (DayZ)'s topic in DayZ Mod General Discussion
Just wanted to post and give my thanks for this mod. I had pretty much quit gaming due to lack of interest. This mod has brought me back, and is easily the best "game" I have ever played. I love the huge world and the gritty survival!!! -
The One, The Only: I HATE TEMP THREAD
joikd replied to rocket's topic in DayZ Mod General Discussion
I'm thinking that instead of tying infection to hypothermia, make getting hit by zombies have a chance at getting infection. After all, mixing rotting flesh and an open wound is a good way of getting an infection. The antibiotics could be used when this happens. As far as temperature (hypothermia for now--hyperthermia in the future???), staying wet (submerged in water / exposed to rain) for a long period of time and leading to temp drop is reasonable. But, I think worrying about temp needs to be more of a lack of equipment issue rather than an issue that is constantly in your face (other than being submerged for long periods). Add some cold weather clothing and/or wet weather gear to eliminate to make this a non-factor. If you have the gear, then no worries. If you don't, then it will be a constant struggle like it is now when it rains.