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thesodesa

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Everything posted by thesodesa

  1. thesodesa

    how to handle property - the issue when being offline

    You just have to make forming big groups a huge advantage. You could have your engineer/mechanics maintaining the place, lone wolves could work as hunters delivering meat in return for safety, scavengers running to cities in search of medical supplies and useful items. Just make the environment really dangerous and individual players less capable(the amount of loot and tools a single guy can lug around is ridiculous at the moment), so that having people fulfilling different roles in a community type scenario actually becomes a necessity or a near necessity, if not for survival then at least for anything more 'end gamey', like vehicle repairing and managing a working vehicle workshop..
  2. thesodesa

    An easy way to build bases

    Maybe have it so that when the server is initially started there are zeds present in these facilities, but once the place has been cleared out once, the spawn points inside the bases are removed.
  3. thesodesa

    An easy way to build bases

    The bases/structures could be uninhabited(duh) and open when a new server is created and registered into the hive. From there on any changes made to the bases/structures would be recorded and stored, so that the changes wouldn't disappear at server restart. When I originally made the post in Jeremiah's thread that started this particular discussion in meant that there would be ,say, 5-10 major bases/structures that would require larger groups of players to manage but would also serve some purpose on the map, like a power plant providing power to a certain cities. Just as an example, the power plant in Elektro is currently connected to all the major coastal cities. We could also have a slightly larger number of more secluded smaller buildings, like small farmsteads that would be easier to maintain, so even smaller groups could have a base of operations. Keep in mind that fighting against the environment(zombies included) is going to be more challenging in the future. I'm hoping that it'll become so challenging, that it would be a huge disadvantage for players to not join one of these 'communities' in charge of the larger structures/ smaller safe havens. People banding together seems to be a kind of prerequisite for this idea to work. Rocket has said that he wished the main antagonist to be the environment so here's hoping...
  4. thesodesa

    Why make instanced or underground bases?

    The problem of server hopping behind the owners of the structure isn't solved, unless it is an owned instance that random people can't enter. Therefore I'm still against instances, because I want to have the possibility of going everywhere on the map.
  5. thesodesa

    Stripping Vehicles

    Go watch all of the youtube interviews from six months ago as well. I think it was first mentioned in one of those. Then go read the devblog. If you're interested in the game it shouldn't be that much of a chore and they're actually quite interesting to listen to and read.
  6. thesodesa

    Stripping Vehicles

    It's already being implemented. I know that there are a lot of new people joining the forums, especially now that the foundation build release is getting closer, but seriously people the dev blogs and interviews really need to be advertised more on here. The amount of ignorance in this post (and a bunch of others) is staggering. Stop posting things that have already been suggested or are being implemented. Use the search function at the top-right of the site please. You're clogging up the forum server.
  7. thesodesa

    Country-Specific Chopper Crashes

    The point is that Dean has stated that eventually they are going to tell us what the back-story is, once they flesh out the details and the game is released.
  8. thesodesa

    Why make instanced or underground bases?

    I don't think I've ever explicitly said that things should be 100% (no such thing) secure. I'm actually fine with the map as it is, with regards to your equipment being very vulnerable. I just have an issue with the fact that there is nothing else to do, other than PvP, since I don't play this game because it's an excellent first person shooter, because it isn't. In fact the character controls and movement are so unrealistically clunky that it's actually pretty terrible in that regard(This will be fixed, I know). The security system example in the bunker that I gave was just that, an example of how people who know how to program and handle electrical circuitry in real life could set something like that up in a static pre-defined underground area provided by the game. I might just as well have used plumbing for an above-ground structure as the example.
  9. thesodesa

    Vodka

    There definitely has to be some sort of a response from your body if you consume or inhale intoxicants.
  10. thesodesa

    MRE Meals

    Food instantaneously restoring blood is a feature that should be removed. In real life, if you've lost a lot of blood, it's not like chugging down a huge pile of beef jerky will just magically restore the lost blood. Make it so that the game monitors your food and hydration meters, or the mount of energy/stamina and water you have in your system, and adjusts your blood regen rate accordingly. The only way of gaining blood quickly should be through blood transfusions, and even then you should receive the right type of blood or else you will get blood poisoning. Just throwing some extreme ideas out there :).
  11. thesodesa

    building cabin in the woods.. / or Houses...

    I'm also going to shamelessly plug another thread where player bases are discussed. http://dayzmod.com/forum/index.php?/topic/125758-why-make-instanced-or-underground-bases/
  12. thesodesa

    Smoking

    Just because they are told to refrain form smoking doesn't mean they can't, and that's the point. We're not in the military here, so why should the game restrict you from doing something stupid that might get you killed. It'd be your own fault and you might actually learn something in the process. Forcing people to think and not holding their hand every step of the way can be a very positive thing
  13. thesodesa

    Country-Specific Chopper Crashes

    My question is: why are there crash sites in the first place? Surely the infection doesn't manifest itself so quickly that a soldier bearing it would have made it onto a chopper heading off to Chernarus. Especially since it affects brain functions, wouldn't their colleagues have noticed that something was off before they headed off?
  14. Jawa 323... What next, Wookie 3000? Requires a ghillie suit to operate..
  15. thesodesa

    Smoking

    :D
  16. thesodesa

    Vodka

    Vodka wouldn't be entirely useless, as it can be used as a poor man's disinfectant. Would fit nicely into the whole scavenge what you can-, come up with makeshift solutions to problems -scenario
  17. thesodesa

    Smoking

    So make the effects build up quicker then :). While I'm all for authenticity, we do have to treat dayZ as a game and adjust the timers and whatnot so they make sense from the game's perspective.
  18. thesodesa

    Why make instanced or underground bases?

    The system I had in mind would be a compromise already, as the actual maintenance and fixing operations would be fairly static, as in they would be done the same way every time. However, why should a takeover mechanic with a running down timer, like in Team Fortress 2: King of the Hill mode be introduced at all? Sure, if barricading is made possible, then the invaders would have to figure out how to get into the facilities, but taking over a facility should in my opinion be as simple as killing every body in there. Combat loggers would of course be an issue. I dunno, I'd like to take this idea further but am currently out of ideas how to address the logging in behind to captors backs -problem.
  19. thesodesa

    Smoking

    Smoking should definitely have some consequences, not just for the smoker, but for the people who spend a lot of time around the smoker when he smokes as well. Just make the effects build up slowly over time as more smoke is inhaled.
  20. thesodesa

    Death by Zombie: Zombie with your gear.

    Wow. I was wondering why a thread by this name had so many posts and wasn't simply ignored...
  21. thesodesa

    Why make instanced or underground bases?

    Base building outside of instances was never an option, considering the amount of players a single server is going to support. I'm wondering why the option of making it possible to reconstruct some of the pre-apocalypse facilities to their former glory and function isn't more popular among the community, considering everybody seems to know about the server limitations by now. You know, things like an underground bunker, whose electrical systems could be repaired, and a security system activated. A major plantation could be cultivated, but a security perimeter, similar to the electric fence in the second chapter of walking dead game would be needed to keep the zombies out. A central radio tower could be maintained to keep transmissions working across the map. Put a few smaller power plants that could be fixed on the map to produce power to different cities in addition to the power plant in Elektro, that only seems to be connected to the major coastal cities. Having static control points like these on the map is a completely valid option in my view, and a better option to instancing in as well. The people and player factions in control of these facilities would be in a powerful position, since by controlling a power-plant for example, you could deny power from some parts of the map. You could also make some facilities dependent on each other, for example the bunker could be dependent on a certain power plant to produce its power. People would be fighting over these facilities, and since fairly large groups of people would be required to maintain their function and security, people would be encouraged to band together. Implement the often mentioned mini games to the maintaining and fixing operations, so that people who know nothing about electricity could not for example perform the maintenance operations of a power plant safely. Seems like a pretty kick-ass end game to me.
  22. thesodesa

    Weapon damage general discussion.

    The bottom line is. any weapon can be an instant killer, depending on where the shot lands on the body, and even in the case of a Makarov bullet a chest wound is lethal. With the new damage model that comes in the standalone these things should be addressable. It could be made so that with certain protective clothing and vests you only acquire bruises or fractures, but not actual skin penetration if hit with some of the slightly weaker weapons. I think the Mythbusters did an episode on this subject at one point. I might go look it up on youtube and post a link here. Links: http://www.gunsandcr...g/lethalty.html Here's a link to one video. It's about ballistics gel, but at on point (roughly at 2:05) you can see an arrow being fired into the stuff. Just look at how far a puny arrow sinks into flesh when there are no bones present to slow it down. Another video about gun vs melee. I put it here because it was mentioned somewhere in this thread. Another video about arrow penetration. Notice how even with the hard rubber ball the arrow is forced into the chest cavity. I'm assuming that the target is made of either styrox (roughly equivalent to human flesh) or wood (harder than a human ribcage). A very relevant video on makarov bullet penetration. After watching this are you still telling me a makarov couldn't bust your ass in one go?
  23. thesodesa

    Smoking

    I don't see why you'd ever want to smoke, especially in a game where you might not yet be addicted. It has only negative effects and reduces your stamina and sense of taste and smell. Why smoke?
  24. thesodesa

    Item Spawning.

    I like the idea, except the zombie spawning mechanic is probably going to be different in the SA so people can't tell in which cities people are scavenging at the moment. What the devs were thinking of doing is spawning all of the zombies that are ever going to spawn at server restart. In my opinion it miht even be worth trying making the loot spawn in the same manner, but this would probably require the following: Quote from me: Rocket has mentioned adding things like farming to the game. So, considering that food production by players is already a possibility why not expand the idea a bit and have these 'huge structures', like plantations, bullet/ gun factories, steel mills, iron/ lead mines, oil rigs etc. as actual functioning facilities, that groups of players could manage and use to collect raw materials and manufacture guns and food? This would add things to do besides PvPing, and bandits would actually have functioning player populated facilities, communities and towns to raid. End quote I know the main focus of the game is on survival, but why give us the option to build anything ( e.g. player bases) and scavenge in towns if you want to make it all about survival in the wild after the apocalypse. Wouldn't the best way to survive be to eventually try to start building the infrastructure required for renewable food production?
  25. thesodesa

    Rethink 3rd person view

    I don't understand why BI didn't make it possible to look at your own feet and torso in 1st person in Arma 2, like DICE did in Mirror's Edge. That would solve the 'clothing and ledge problem' for us who refuse to use 3rd person.
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