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franzuu
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Everything posted by franzuu
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people are saying that its patched
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Ä*deleted*
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I think they have given up on the bug reports. Mod activity is very sporadic and for the past 1000 bug reports pretty much nonexistent.
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It should not be item dependent Here is a pen suicide, the dude shoved it through his eye socket into his brain. http://scienceblogs.com/retrospectacle/2007/08/28/suicide-by-ballpoint-pen-1/ People have committed suicide by chewing through their own wrists.
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For alpha testing purposes there has to be an option to do it that isn't connected to what you are carrying on you or your condition. What if some hacker strips you naked and puts you in a box, wait to starve or for a character wipe. Only when they are absolutely certain that there isn't a way to screw yourself or for someone else to do it can they remove the option. And even then they'll have to have a support system in place to help those that do happen to get trapped. I bet you that I can slit my wrists with a can opener.
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Same reason why your only indicator for all of the different ailments were stupid status messages. And why the game still understands the scripting language when they supposedly didn't need it anymore. If you need to use scripting for prototyping then keep it in a separate inhouse version.
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When they add body temperature mechanics to the game from overheating, rain, dampness, wind etc. it will be great. I just wish there was more to the different pieces of clothing other than their camouflaging ability/looks, number of inventory slots and the negligible protection they provide.
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Standalond Hackers...[Teleported to ocean]
franzuu replied to scroogescrooge's topic in General Discussion
Are you in the ocean on every server? If it was a non whitelisted server then how is it connected to the hive? How are people even opening up their own servers and hives? Weren't the server files supposed to be private and to be given out to vetted server providers? And how the hell is the game even recognizing these scripting commands when all of it was supposed to be stripped out? -
Currently the ACOG that is in the game has backup sights modeled on top of it but they aren't usable. The sights look like these. http://imgur.com/BiRUnkE (can't use IMG tags anymore, anyone know why?) The 4x ACOG for medium-long range contacts and backup sights for CQC or when your optics are messed up. I don't know how switching between main/backup sights would be performed but ACE2 for ArmA2 has it. Other Ideas: Rain ponchos, Pistol Optics Expansion
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Someone made a post about it on the feedback tracker http://feedback.dayzgame.com/view.php?id=2782 Didn't know there was a switch sight function in DayZ, this is more of a bug it turns out.
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Like I said, rain jackets cover less. With a poncho you can have your regular clothes and keep the poncho in your backpack. When its starts to rain you pull it out and put it on. When it stops you take it off so that you don't overheat and start sweating under it.
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all of those systems are yet to be implemented, and from what I've seen from Rocket's posts, yes, its exactly what this game is going to be.
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Raincoats cover less, and takes up your jacket slot.
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There is no good way of posting ideas. They don't want them in the feedback/bug tracker. Its hard to discuss one specific idea when its in a thread with 100 other ideas from different categories. It becomes a mess. This idea is somewhat different from the pistol optics expansion.
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Suggestion: Additional functionality for the pistol optics
franzuu posted a topic in General Discussion
You should be able to mount the pistol reflex sight on top of the ACOG like this http://i.imgur.com/P9ZBASS.jpg (can't use img tags for some reason) on a 45 degree angle on the M4 (need an additional piece of kit) like this http://i.imgur.com/BMXwsuu.jpg on top of the m4 like this http://i278.photobucket.com/albums/kk99/USMC03_photos/Pat%20Rogers%202009/DPP_0010-1.jpg also shotguns and any other weapon that has the rails for it http://i.imgur.com/VVTKx7B.jpg also dual illuminated RMR rights should be added to the game, those don't use batteries but have 15 year lifetimes when all of the tritium decays. They have drawbacks, can't be adjusted for brightness/whatever. Dual Illuminated RMR http://www.trijicon.com/na_en/products/product2.php?id=RMR&mid=Dual-Illuminated Other Ideas: ACOG Backup Sights, Rain ponchos -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
franzuu replied to ruarz's topic in DayZ Mod Suggestions
Care to point out the ones that do not fit within the scope of DayZ and why? Only ones I could pick out are 7 and 12. 7 because there likely won't be too much UXO around and 12 because it is just an item that can be used for griefing, but if it is a rare spawn, then I don't really see a problem. It'll blow up and then it'll be gone. Its not like barbed wire that just stays there. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
franzuu replied to ruarz's topic in DayZ Mod Suggestions
1. Ammo and magazines as separate items. 2. Ability to fire your weapon even if you don't have any magazines or loaded magazines. You would do this by loading a round through the ejection port and firing your weapon, and repeating it. 3. Ability to perform a combat reload that is faster than a regular one. A combat reload is one where you let the magazine drop to the ground while retrieving a new one. Useful for CQC. You'd have to retrieve the magazines from the floor after you are done. I see combat reload/regular reload being toggled like semi/burst/auto fire with regular reload being the default. For this you will need a hud indicator as to what is selected. 4. Ability to cook your own homemade explosives and make different explosive devices out of them. Like a simple pipe bomb or a huge IED from an oil barrel filled with HME. I don't know how detailed the procedures should be, but I would make it so that you must just add all required ingredients at a 1:1 ratio into a big pot and cook them on a fire. Sugar, aluminium powder, fertilizer, different acids, diesel, etc. 5. Remote detonated and victim activated explosive devices. 6. Car bombs. Fill the trunk with a huge load of explosives or hide smaller devices in the cabin and make them go off remotely or when someone opens the door or turns on the engine. You could examine the vehicle for an IED and attept to disarm it, and while a large device may be obvious, smaller ones might be missed. Chance of failure at disarming it and setting it off instead. 7. Ability to turn old tank, arty, mortar shells and airplane bombs into IEDs or retrieve the explosives for homemade grenades and other stuff. 8. Pull a tripwire across a doorway or between trees that when triggered would drop one or several live grenades at your feet. Basically all kinds of boobytraps, explosive and non explosive. 9. Ability to make thermite. 10. Ability to lock and barr doors. 11. Ability to burn (thermite) through the locks of said doors or blast through them (improvised breaching charges). 12. Rare spawns of proximity mines like claymores or the russian equivalents. When approached from behind you can easily disable them and take them for yourself. 13. Scooba gear. 14. Ability to make floating bases from fishing trawlers, tankers or big ships that hav run onto the rocks or are anchored near the coast. I'm not sure how these would actually work but to infiltrate them scooba gear would be essential. 15. Ability to make floating bases out of pontoons, barrels, anything that will float and put them on lakes, bays, wherever is suitable. 16. If in a snow environment then skis and human pulled sleds for the wounded/captives/gear/fun. Also snowshoes would be useful. 17. Ability to remove any article of clothing (underwear and bras excempt for rating purposes). Only that not wearing shoes or going through the brush without clothes would be detrimental to your healt. Also, hypothermia. If a group of people wanted to go about shirtless then they should be able to do it. 18. Clothes and shoes that degrade. Shoes would get worse and worse (problems with you feet and probably a slower running speed) and clothes would get tattered. 19. Body armor, both military and civilian grade. Helmets and vests. Also ceramic ESAPI/SAPI inserts for military bodyarmor. Those would protect you from even rifle rounds. Effectiveness of bodyarmor would depend on round fired, weapon used, range and possibly condition of weapon and rounds that are used. It shouldn't be that body armor absorbs a percentage of the damage. If you get hit in your armor plate with a caliber that it is immune to, then nothing happens, too many hits and it gets compromised, then you start taking damage. Body armor would make you slower. 20. Ability to climb trees and hide stuff in them. You should be able to see that somethign is hidden in a tree if you look for it, the tree shouldn't be just a supid container. 21. Ropes with hooks and rope ladders to make additional escape routes or to better infiltrate/assault an enemy building. 22. Ability to salvge weapon parts from destroyed military vehicles. After going through enough HMMWV's you might end up with a working, shitty, fire compromised, prone to failure .50 cal machinegun. 23. Every destroyed vehicle with wheels/tracks you should be able to tow (if you have a powerful enough towing vehicle, then even without wheels). This wouldn't be necessarily for repairing them, but even to create a static barrier for your base. It would be nice to pull a BMP-1 and create a wall. 24. Right now ligting is very bad. If the sun is in your view then everything looks nice, but if the sun goes out of your view (behind a tree, whatever) then everything gets dark, even parts of the tarrain that should be illuminated by the sun (like a field next to the forest). I have messed with lighting settings in the game, but I can't fix it and its is very very annoying. -
1. Ammo and magazines as separate items. 2. Ability to fire your weapon even if you don't have any magazines or loaded magazines. You would do this by loading a round through the ejection port and firing your weapon, and repeating it. 3. Ability to perform a combat reload that is faster than a regular one. A combat reload is one where you let the magazine drop to the ground while retrieving a new one. Useful for CQC. You'd have to retrieve the magazines from the floor after you are done. I see combat reload/regular reload being toggled like semi/burst/auto fire with regular reload being the default. For this you will need a hud indicator as to what is selected. 4. Ability to cook your own homemade explosives and make different explosive devices out of them. Like a simple pipe bomb or a huge IED from an oil barrel filled with HME. I don't know how detailed the procedures should be, but I would make it so that you must just add all required ingredients at a 1:1 ratio into a big pot and cook them on a fire. Sugar, aluminium powder, fertilizer, different acids, diesel, whatever. 5. Remote detonated and victim activated explosive devices. 6. Car bombs. Fill the trunk with a huge load of explosives or hide smaller devices in the cabin and make them go off remotely or when someone opens the door or turns on the engine. You could examine the vehicle for an IED and attept to disarm it, and while a large device may be obvious, smaller ones might be missed. 7. Ability to turn old tank, arty, mortar shells and airplane bombs into IEDs or retrieve the explosives for homemade grenades or whatever. 8. Pull a tripwire across a doorway or between trees that when triggered would drop one or several live grenades at your feet. Basically all kinds of boobytraps, explosive and none. 9. Ability to make thermite. 10. Ability to lock and barr doors. 11. Ability to burn (thermite) through the locks of said doors or blast through them (improvised breaching charges). 12. Rare spawns of proximity mines like claymores or the russian equivalents. When approached from behind you can easily disable them and take them for yourself. 13. Scooba gear. 14. Ability to make floating bases from fishing trawlers, tankers or big ships that hav run onto the rocks or are anchored near the coast. I'm not sure how these would actually work but to infiltrate them scooba gear would be essential. 15. Ability to make floating bases out of pontoons, barrels, anything that will float and put them on lakes, bays, wherever is suitable. 16. If in a snow environment then skis and human pulled sleds for the wounded/captives/gear/fun. Also snowshoes would be useful. 17. Ability to remove any article of clothing (underwear and bras excempt for rating purposes). Only that not wearing shoes or going through the brush without clothes would be detrimental to your healt. Also, hypothermia. If a group of people wanted to go about shirtless then they should be able to do it. 18. Clothes and shoes that degrade. Shoes would get worse and worse (problems with you feet and probably a slower running speed) and clothes would get tattered. 19. Body armor, both military and civilian grade. Helmets and vests. Also ceramic ESAPI/SAPI inserts for military bodyarmor. Those would protect you from even rifle rounds. Effectiveness of bodyarmor would depend on round fired, weapon used, range and possibly condition of weapon and rounds that are used. It shouldn't be that body armor absorbs a percentage of the damage. If you get hit in your armor plate with a caliber that it is immune to, then nothing happens, too many hits and it gets compromised, then you start taking damage. Body armor would make you slower. 20. Ability to climb trees and hide stuff in them. You should be able to see that somethign is hidden in a tree if you look for it, the tree shouldn't be just a supid container. 21. Ropes with hooks and rope ladders to make additional escape routes or to better infiltrate/assault an enemy building. 22. Ability to salvge weapon parts from destroyed military vehicles. After going through enough HMMWV's you might end up with a working, shitty, fire compromised, prone to failure .50 cal machinegun. 23. Every destroyed vehicle with wheels/tracks you should be able to tow (if you have a powerful enough towing vehicle, then even without wheels). This wouldn't be necessarily for repairing them, but even to create a static barrier for your base. It would be nice to pull a BMP-1 and create a wall. 24. Right now ligting is very bad. If the sun is in your view then everything looks nice, but if the sun goes out of your view (behind a tree, whatever) then everything gets dark, even parts of the tarrain that should be illuminated by the sun (like a field next to the forest). I have messed with lighting settings in the game, but I can't fix it and its is very very annoying.
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Short and Simple ideas for the Standalone.
franzuu replied to franzuu's topic in DayZ Mod Suggestions
posting this to the pinned thread. -
Standalone: Aid stations(CONSTRUCTION), reworked Damage/Disease/Healing.
franzuu posted a topic in DayZ Mod Suggestions
I have ideas and all of them together make sense in my head, I don't know how it is going to turn out here though :P AID STATION. I want player built aid stations that will heal you of all ailments (after a certain amount of time). They would work by you entering one at the end of your play session and logging out. After 12 hours (or however many) you would be 100% ok. If you come back after 6 hours and leave, then you'd be much better off than before, but If you don't take care of yoursel you will deteriorate. The aid station will also be able to quickly patch you up and send you on your way. Of course the station would be stocked with loot found by the players who 'own' it and more advanced medical gear and machinery will improve healing speed and success. Getting a quick fix at the aid station will be better than doing it yourself or someone else doing it in the field. Damage & Treatment. If you get more serious wounds like gunshots then you would be able to stop the bleeding and bandage the wounds but that wouldn't mean that you are ok. You would have to clean and redress the wound after every X hours (depending on time of year, temperature, climate etc.). This would not be indicated on the hud that you have to do it. After every redressing of the wound the needed time interval should start increasing a little. After Y number of treatments you should be completely healed. The wound treatment interval would be dependent on time played not real world hours, as opposed to the aid station. If you fail to redress and clean the wound it can become infected (fevers-visual distortions indicating it) and you would need to take antibiotics (with x hour intervals) and clean the wound more often and more times (2*Y times). If you fail to take care of yourself then you die. You can go to an aid station to get yourself healed and avoid all this. Diseases. More diseases with different debilitating effects. Basically different diseases that need different medicine and treatment that takes time (anti biotics every x hours y times, whatever). Go to an aid station to get healed. Medical Evacuation. If someone gets seriously fucked up and there is no way that they can be treated in the field and would die, but are not dead yet (state determined by the game), then the patient can be stabilized and carried/driven/dragged/air lifted into an aid station to get fixed. They might die en route and the longer it takes, the better the equipment and skills of the person who initially patched them up, the higher/lower is the chance for the person to die en route. Also the longer it takes to get to the aid station and the worse equipped the aid station is the higher is the chance for the person to die during the 12 hours it takes to get people fixed. ! While this might seem pretty pointless, it will play in with my idea of aquired perks and stat boosts that you lose upon death. I will be making that thread shortly and link it here. NPC Doctors and Surgeons at aid stations. I don't know how yet, but you can get doctors, nurses and surgeons into your aid station. The longer the NPC's have been there and dealt with specific types of wounds/diseases whatever, the better they would become. All this would increase the chances of sucessful treatment and reduce the time for fully fixing someone. The medical staff would need to be fed and they have to have living quarters. When your base gets bigger and it is safe for them to go outside and frolic in the sunshine, then they'll be happier and even more better at their jobs. Eventually your aid station will have so much room, equipment, doctors that it will allow them to work in shifts, increasing their effectiveness yet again. NPCs can be killed by zombies, yourself and enemy infiltrators or whoever wishes to do it. Bonus idea. Have you been running? Have you been wearing shitty or worn footwear? Well congratulations! Blisters! Bandage your feet/get to an aid station and find something better to wear. It would be fucking crazy (and great) if people were killing eachother for a pair of shoes. Perks and stat boosts. You can find rare perk giving trinkets that you can adorn yourself with. They should look cool and the bonuses shouldn't be too big. If you decide to unequip a trinket then it will be destroyed. Trinkets should have certain slots so that you can't stack their effects. The trinkets will not be recoverable upon death. You should get perks after you have done something a certain number of times (zombie, survivor, bandit kills for example). The perks can also be negative. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
franzuu replied to ruarz's topic in DayZ Mod Suggestions
I just made a thread with some suggestions. Didn't see this one. Here are my suggestions. I have ideas and all of them together make sense in my head, I don't know how it is going to turn out here though :P AID STATION. I want player built aid stations that will heal you of all ailments (after a certain amount of time). They would work by you entering one at the end of your play session and logging out. After 12 hours (or however many) you would be 100% ok. If you come back after 6 hours and leave, then you'd be much better off than before, but If you don't take care of yoursel you will deteriorate. The aid station will also be able to quickly patch you up and send you on your way. Of course the station would be stocked with loot found by the players who 'own' it and more advanced medical gear and machinery will improve healing speed and success. Getting a quick fix at the aid station will be better than doing it yourself or someone else doing it in the field. Damage & Treatment. If you get more serious wounds like gunshots then you would be able to stop the bleeding and bandage the wounds but that wouldn't mean that you are ok. You would have to clean and redress the wound after every X hours (depending on time of year, temperature, climate etc.). This would not be indicated on the hud that you have to do it. After every redressing of the wound the needed time interval should start increasing a little. After Y number of treatments you should be completely healed. The wound treatment interval would be dependent on time played not real world hours, as opposed to the aid station. If you fail to redress and clean the wound it can become infected (fevers-visual distortions indicating it) and you would need to take antibiotics (with x hour intervals) and clean the wound more often and more times (2*Y times). If you fail to take care of yourself then you die. You can go to an aid station to get yourself healed and avoid all this. Diseases. More diseases with different debilitating effects. Basically different diseases that need different medicine and treatment that takes time (anti biotics every x hours y times, whatever). Go to an aid station to get healed. Medical Evacuation. If someone gets seriously fucked up and there is no way that they can be treated in the field and would die, but are not dead yet (state determined by the game), then the patient can be stabilized and carried/driven/dragged/air lifted into an aid station to get fixed. They might die en route and the longer it takes, the better the equipment and skills of the person who initially patched them up, the higher/lower is the chance for the person to die en route. Also the longer it takes to get to the aid station and the worse equipped the aid station is the higher is the chance for the person to die during the 12 hours it takes to get people fixed. ! While this might seem pretty pointless, it will play in with my idea of aquired perks and stat boosts that you lose upon death. I will be making that thread shortly and link it here. NPC Doctors and Surgeons at aid stations. I don't know how yet, but you can get doctors, nurses and surgeons into your aid station. The longer the NPC's have been there and dealt with specific types of wounds/diseases whatever, the better they would become. All this would increase the chances of sucessful treatment and reduce the time for fully fixing someone. The medical staff would need to be fed and they have to have living quarters. When your base gets bigger and it is safe for them to go outside and frolic in the sunshine, then they'll be happier and even more better at their jobs. Eventually your aid station will have so much room, equipment, doctors that it will allow them to work in shifts, increasing their effectiveness yet again. NPCs can be killed by zombies, yourself and enemy infiltrators or whoever wishes to do it. Bonus idea. Have you been running? Have you been wearing shitty or worn footwear? Well congratulations! Blisters! Bandage your feet/get to an aid station and find something better to wear. It would be fucking crazy (and great) if people were killing eachother for a pair of shoes. Perks and stat boosts. You can find rare perk giving trinkets that you can adorn yourself with. They should look cool and the bonuses shouldn't be too big. If you decide to unequip a trinket then it will be destroyed. Trinkets should have certain slots so that you can't stack their effects. The trinkets will not be recoverable upon death. You should get perks after you have done something a certain number of times (zombie, survivor, bandit kills for example). The perks can also be negative. -
Standalone: Aid stations(CONSTRUCTION), reworked Damage/Disease/Healing.
franzuu replied to franzuu's topic in DayZ Mod Suggestions
Rocket has said that he wants players to be able to build their own bases. I don't see why an aid station is such a bad idea. It wouldn't be something that every noob can stroll through. Your group runs it, they decide who can use it. -
For all its flaws PunkBuster is still better. It has much more sophisticated detection methods.
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depends how loud your game is, what kind of headphones you are wearing or speakers that you use. And how sensitive your ears are. I'm not sure what the distance is where the game just won't play you the sounds, no matter what.