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Everything posted by thesodesa
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I mean how would a player detect that they themselves smell bad. They should have the possibility detecting their own stench and cleaning them selves up before heading into a town to scavenge, so zombies wouldn't detect them. How can you tell that you smell bad, and how do you reduce the stench radius so that Zeds and animals that you are trying to hunt can't smell you?
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Well, according to this website the Zeds are supposed to have an increased sense of smell but reduced eyesight, kind of like how blind people can smell things better than people with normal eyesight(click on 'What is Dayz?' on the front page). Therefore this wouldn't be against the lore of the world of Dayz, and would make scientific sense in real life, which is why I have nothing against the idea. The putting it into practice -part is still a problem, because if the players can smell bad they should have some sort of an indicator to tell them, that 'Hey, you need a shower and a change of clothes.', so that they have the possibility to prevent zombies or animals from spotting them because of the odor that they are emitting.
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One thing I would like to add to this is that having working mirrors in houses and elsewhere might be good way of making it possible to visually detect certain diseases on your character. Aside from the obvious boil-inducing diseases, just having your character go visibly pale (if you're caucasian) when he is about to catch a flu could work as a warning for players that something is off about their avatar. Thoughts? This should be very plausible if the engine already supports mirrors. I play only in 1st person because I feel that 3rd person totally breaks my immersion, so this would be a very essential feature for me.
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There is an issue with the implementation of this feature, since there is not going to be any visible heads up display in the final product. If there is no hud, we are forced to possibly introduce a sort of audible way of recognizing that our character smells something bad, like your character continually saying: "Man, it stinks around here." Add that to all the other audio based cues and our character is going to be spouting things every 5 seconds. The idea isn't horrible. I mean if this was implemented, we could add detectable environmental hazards, like the player noticing that a gas stove in a house is leaking and it would be possibly dangerous for them to fire a gun inside that building, I just don't see how it could be implemented without an on screen icon.
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Dayz going to inherite animation nightmares of Flashpoint.
thesodesa replied to grinya's topic in DayZ Mod Suggestions
Fair enough, but Rocket did say that they ended up pretty much redoing the entire engine for DayZ. http://8th-circuit.com/content/stand-alone-dayz-delayed-creators-rebuild-entire-engine I found this out only after I had made my original post about being worried about the animations. -
A Great suggestion for DayZ Standalone or a mod.
thesodesa replied to tomk's topic in DayZ Mod Suggestions
I'm not against the idea of somehow making it possible for players to execute non-lethal takedowns, be it through tranquilizer darts/ammo or in unarmed combat. Then again what are the chances of someone going unconscious in a fistfight, rather than just dying from the trauma to the head. Giving players tools like tasers or tranq-bullets/darts is a better and way of causing unconsciousness. Also, the title of the post is terrible, it doesn't tell you anything about the contents and makes people reluctant to even read it. Just a friendly hint for the op -
I'd be ok with the ambient sounds if the above was true. I just don't want to have them play completely randomly, like if you were in a forest the game would just by chance play the sound of a snapping twig. I'd rather have the game playing these sounds only when it makes sense, like in the quote above. Have the state of the environment have some effect on the sounds being played.
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Just having a working ecosystem, where the animals in the game interact with each other and react to each other, should cause plenty of noise when travelling in the woods. Just make sure that it's for example an actual npc bird reacting to for example an npc squirrel trying to steal its eggs out of a nest (For those of you who don't know squirrels are the most vicious, sadistic killing machines out there, just like bears). This should work since the map is probably going to be full of animals for hunting purposes anyway. Also, if seasons are added, why not have birds responding to each others mating calls in the spring. There's all sorts of ways to induce 'natural' sounds that make sense, and I haven't even mentioned player interaction with the environment. Of course there is the possible issue of performance with all these npcs (animals, zombies) and players on the map causing a ruckus, but I'm sure they could come up with a work around for that.
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All of the number crunching when it comes to leveling or anything else should definitely be kept behind the scenes. I don't even want to see how many bullets I have left in a clip. I'd rather have a button that I could press to have my character pull the magazine out and give me a side view of it, so I can see for myself the amount of bullets left.
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Once/ if seasons are implemented I'd be ok with having trees making cracking sounds in the winter when a hard wind is blowing through the woods. Trees tend to do that when they are all rigid from the cold. This is in response to my previous post about not having any random sounds at all.
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Something at the back of my head is screaming 'Massive load on server!', but feel free to correct me if I'm wrong.
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Dayz going to inherite animation nightmares of Flashpoint.
thesodesa replied to grinya's topic in DayZ Mod Suggestions
I'm kinda concerned about this as well, considering how clunky the animations and especially the animation transitions are in arma 2, since they seem to be directly tied to how stiff the character movement feels in game. Notice I'm not talking about Dayz, but the Real Virtuality Engine and how the animations are handled there. I'm not sure that without modifying the animation system heavily it would allow for the same kind of flexibility and smoothness as Valve's engine, as the OP said. But then again I'm not an expert on the subject. -
I'd be ok with this if there was a possibility to turn the sounds off. I don't like the idea of having randomized sounds not caused by actual things in the game, for example if I hear the sound of something scratching against a wall or a gate or a door slamming open I want there to actually be something that's causing the sound so I can react accordingly. Having these kinds of sounds in the game just for the sake of creating a scary mood does not fit the spirit of the game in my opinion. Even in the case of the previous poster there was something actually causing the motion detector to go off.
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In dayz, which side of the road do you drive on?
thesodesa replied to daogn's topic in New Player Discussion
The right side, because it's called the right side for a reason. -
Cooperation can be achieved just by giving players more things to do, like managing the construction and security of their own bases or structures like the radio tower on green mountain to enable radio transmissions from anywhere on the map.
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A Way to Introduce a more Work-together environment?
thesodesa replied to Steam_Power's topic in DayZ Mod Suggestions
This is the fourth time I'm posting this, but I feel justified in doing this because it relates to the subject at hand: Just enabling players to do something other than just scavenging, fighting or driving around the map in a vehicle should drastically reduce PvP. For example once/if player bases are implemented, just managing the construction and security of the things should keep people busy enough so that the amount of PvP should drop. I'm also still not convinced that having some sort of key control points on the map, for example the radio tower on Green Mountain, that players would need to maintain to keep radio transmissions working would be a bad idea. Having essential facilities that need to be maintained by players in order for something like radio transmissions or transportation by train to be possible on a server would also keep players busy and give them something else to do, other than fighting. Players would be encouraged to band together to form factions, since these things would of course require more than 3 people to maintain and guard against sabotage by bandits/rival player factions or rampaging zombies. It would be a win-win for bandits and survivors alike to have more things to do and manage. EDIT: Oh yeah, almost forgot. Get rid of the humanity system. All it does is enable a change of skin, that is going to become obsolete anyway after SA is released because of the ability to change clothes, and gives heroes magic sprinting capabilities. -
The Zeds are infected, not dead.
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This is the third time I'm posting this. Since there seem to be new humanity related threads popping up like fungi when it rains, I thought I might as well post my ideas here as well even though this particular thread doesn't seem to be against PvP: Just enabling players to do something other than just scavenging, fighting or driving around the map in a vehicle should drastically reduce PvP. For example once/if player bases are implemented, just managing the construction and security of the things should keep people busy enough so that the amount of PvP should drop. ]I'm also still not convinced that having some sort of key control points on the map, for example the radio tower on Green Mountain, that players would need to maintain to keep radio transmissions working would be a bad idea. Having essential facilities that need to be maintained by players in order for something like radio transmissions or transportation by train to be possible on a server would also keep players busy and give them something else to do, other than fighting. Players would be encouraged to band together to form factions, since these things would of course require more than 3 people to maintain and guard against sabotage by bandits/rival player factions or rampaging zombies. It would be a win-win for bandits and survivors alike to have more things to do and manage. EDIT: Oh yeah, almost forgot. Get rid of the humanity system. All it does is enable a change of skin, that is going to become obsolete anyway after SA is released because of the ability to change clothes, and gives heroes magic sprinting capabilities.
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I just posted this in another thread but thought it would fit here as well, so here you go: Just enabling players to do something other than just scavenging, fighting or driving around the map in a vehicle should drastically reduce PvP. For example once/if player bases are implemented, just managing the construction and security of the things should keep people busy enough so that the amount of PvP should drop. I'm also still not convinced that having some sort of key control points on the map, for example the radio tower on Green Mountain, that players would need to maintain to keep radio transmissions working would be a bad idea. Having essential facilities that need to be maintained by players in order for something like radio transmissions or transportation by train to be possible on a server would also keep players busy and give them something else to do, other than fighting. Players would be encouraged to band together to form factions, since these things would of course require more than 3 people to maintain and guard against sabotage by bandits/rival player factions or rampaging zombies. It would be a win-win for bandits and survivors alike to have more things to do and manage. EDIT: Oh yeah, almost forgot. Get rid of the humanity system. All it does is enable a change of skin, that is going to become obsolete anyway after SA is released, and gives heroes magic sprinting capabilities.
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Ideas for standalone when it comes to staying 'humane'
thesodesa replied to Jum's topic in DayZ Mod Suggestions
Just enabling players to do something other than just scavenging, fighting or driving around the map in a vehicle should drastically reduce PvP. For example once/if player bases are implemented, just managing the construction and security of the things should keep people busy enough so that the amount of PvP should drop. I'm also still not convinced that having some sort of key control points on the map, for example the radio tower on Green Mountain, that players would need to maintain to keep radio transmissions working would be a bad idea. Having essential facilities that need to be maintained by players in order for something like radio transmissions or transportation by train to be possible on a server would also keep players busy and give them something else to do, other than fighting. Players would be encouraged to band together to form factions, since these things would of course require more than 3 people to maintain and guard against sabotage by bandits/rival player factions or rampaging zombies. It would be a win-win for bandits and survivors alike to have more things to do and manage. EDIT: Oh yeah, almost forgot. Get rid of the humanity system. All it does is enable a change of skin, that is going to become obsolete anyway after SA is released, and gives heroes magic sprinting capabilities. -
Replace M107/AS50 with less effective russian equivalent
thesodesa replied to Xianyu's topic in DayZ Mod Suggestions
The military grade scoped rifles have been removed in the latest community patch 1.7.6. -
I play games like DayZ and Left 4 Dead with the music turned off. Don't want to get distracted by it.
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The most important thing to notice in the devblog: Pooping has been confirmed. Be prepared to get caught with your pants down. Literally.
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Well. according to the DayzMod website the Zeds are supposed to have increased hearing but decreased eyesight. At one point Rocket also said that he wants to address the issue of 'Why don't the zombies attack each other and animals?' I was thinking about this and came to the conclusion that, especially since they are going to be able to run indoors now, the zeds should only be aggravated by sudden movements, loud noises and fairly violent collisions. This would of course mean that if Zeds stumbled into each other, a loud melee would ensue between them. Quite a dangerous situation to be in if you happen to be close by, having possibly tens of zombies rushing to your location just because two zombies stumbled into each other :). It would also mean that scavenging for supplies would take much longer(Giving possible snipers ample time to take you out) because if a zombie saw you sprinting/ jogging they would start screaming like they usually do and aggravate surrounding zombies within a certain radius. Running behind their backs would of course not aggro them, footsteps alone would not be loud enough. When I say 'a zombie gets aggravated' I mean to say the zombie is attracted to the source of the noise/ sudden movement, not necessarily a player. Could even be a running animal. A grazing goat wouldn't attract much attention. I think lowering zombie eyesight and introducing this new aggravation mechanic would create interesting situations and would in my opinion be a fairly good way to compensate for the fact that zombies will be able to run inside buildings. This way rocket should be able to do away with the arbitrary camo mechanic, where depending on what type of terrain you are on you are more/less visible to zombies. It's either walk and be inconspicuous or run and attract zombies.' This should also work with animals and hunting. Just make it so that in the animal's case within a certain radius it doesn't matter whether you're moving or not. If the animal doesn't have it's back turned to you it will see you. In the zombies' case you can be as close as you want, as long as you're not making noise, or moving fast or bumping into them, basically being threatening. Thoughts?
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And make 3rd person even more over powered? :/