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ElemenoP

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Everything posted by ElemenoP

  1. Thanks man! Alright. I see what you're saying, and you're right. However, I'm not proposing "scripted events" in the sense that I believe Rocket and Co. meant. I don't want quests, missions or "save the civilian" type events like you find in Red Dead Redemption. I'm proposing plausible things that happen in the world external to the player's influence. Either extensions to already included features (heli-crashes become dynamic events rather than gimpy random spawns in preset locations,) or minor AI events that can drive player experiences, and widen the range of things that someone could do in a lifetime. Also, just because other mods have it doesn't mean DayZ necessarily shouldn't. Sometimes a good idea is a good idea. I don't want AI shopkeepers, or quests, or anything like that. A few, rare entities to add some variety and back-story at the most.
  2. You'd be zonked even more than with morephine lol Ok...?
  3. And good players spawn with a halo and angels wings so they can fly. Lets not make fresh spawns an even bigger target, then cripple them on top of it. How the hell are you going to wash ashore with handcuffs on anyway?
  4. ElemenoP

    NEW RACE IDEA!

    You can pick whatever color face you want. Shit, I'm half-white half-smurf.
  5. I've actually never been sniped in Stary. You must really suck OP.
  6. I don't see why we can't have both. The bandit/survivor relationship was pretty interesting, but it had problems. Faults with the old system: - You had very few ways to change your situation. Bandits tended to stay bandits, even after death. - Having a new uniform materialize on you was unrealistic. - There were only bad guys and neutral guys. - Bandits were free targets essentially With a few changes, the relationship between players could be much more streamlined and flexible. It wouldn't neccesarily usher in a new era of peace and unity among survivors, but it would define player's personalities better. Proposed changes: - Humanity is mostly normalized on death. If you were ultra bad/good then you'll likely re-spawn in the same bracket. If you got a bandit skin from a self defense kill you get a clean slate. - Positive humanity skins. Players with high humanity take on the appearance of a doctor/medic or a bounty hunter, depending on their actions. Now, there is some small incentive to play nice, that's not really being forced on you or crippling your abilities. Bandits tend to get shot on sight. Doctors might not. - Equippable skins remain available, allowing people to adopt a neutral/enhanced appearance. Humanity changes do not effect equipped skins. - Skins apply after a log out, allowing some plausible realism. You don't suddenly change clothing in the middle of a firefight anymore. Players should receive a notification of the change. possible add-on - Two types of humanity: Aid and Justice. Aid can be gained by giving food, morphine, blood packs and etc. It is lost by causing harm. Justice can be gained by killing those with low justice and zombies. It is lost by killing neutral and high justice characters. - Why? Allows for a distinction between a doctor/medic and a bounty hunter/bandit. High aid and neutral+ justice players become doctors. High aid low justice players get a separate insurgent medic (?) uniform. Low aid high justice players become bounty hunters. Low aid low justice players become bandits.
  7. ElemenoP

    Humanity skins/revamp + Equippable skins

    Why not? It "worked" in the older versions, but it had too many problems to remain viable. With these changes, it would be not only more realistic, but also the player could easily opt-out with the addition of skins. I figure that the findable skins give players who don't like their "branding" a way out is a good alternative. I'm all for the PvP, this just adds some aesthetic consequences to your actions (which can be positive or negative depending on your view).
  8. Just a random idea. Personalizing weapon information could grow some extra attachment to your character, and add an element of story to the game. I'm not talking about adding silencers, red dots, flamethrowers, grenade launchers, car lighters, acogs or anything like that. Names It'd be cool if you could give a unique name to any un-named weapon. This name would stick with the weapon permanently from then on. Name your pistol the "Hand of God." Your AK the "Red Scare." Whatever your heart desires. The inventory screen could display some transparent text over the weapon denoting it's title. This would lend a little personality to each weapon. It'd grow attachment between the player and his weapon, and add an element of person-hood to the guy you just killed. Once named, the name sticks forever. Some guns could eventually become legendary. Legacy At any point, the character can scratch a notch into the weapon. Zombie kills, player kills, whatever floats his boat. Could be tied to actual kill-counts or not. Either way, it lends a small amount of personality and history to each weapon. Implications These are very small, simple changes. However, it does change a few things in it's own way. = Exploring for "natural" weapons could become preferable if you want to name your own weapons. = Stealing weapons from a player means you may have to settle for an M4 named "Princess." = Builds more attachment to your characters. Notching them allows you to keep track of the history you've had with the weapon. Cities visited, people killed, errant notches, whatever. Naming them gives the weapon a unique quality that may disappear when you die. = Builds the storytelling aspects of the game. DayZ is nothing if not an excellent vehicle for storytelling. Giving players and weapons their own personalities allows for this to a greater extent.
  9. Woah, I thought this thread was done, didn't expect it to end up with three pages of replies!
  10. Simple player identification system that doesn't rely on HUD markers or GUI tweaks. Allow players to find colored bandannas in the world and wear them as: Armbands: http://a1.ec-images.myspacecdn.com/images02/9/49407b0d93204824885cf917fb1fef84/l.jpg Masks: http://www.galaxyarmynavy.com/prodimages/large/3142blue.jpg This would serve multiple purposes: [*] Allow a simpler, voluntary bandit/survivor identification system. Generally speaking, bad guys wear masks. Chances are if you're donning a face mask, you're up to no good, you know it, and are proud. It fits the bandit appearance and general feel. With an armband, you'd have the same ambiguousness of a survivor outfit. [*] Allow clans and factions to more easily self identify. "People in our clan all wear orange arm-bands." In a group conflict, chances are you can hold your fire at people w/orange arm bands. [*] If bandannas are lootable, this allows infiltration into groups. Assassinate a member, steal his band, relish in their momentary indecisiveness. [*] Meanings for different colors could evolve over time. [*] Plausible trading unit. Specific colored bandannas are some of the only possible items that some groups could need but not others, while being less common than tin cans and bottles and without use as a survival supply. [*] Makeshift bandage?
  11. PREPARE YOURSELF, FOR A MASSIVE WALL OF TEXT I've wrote down some ideas that I feel could add a lot of variety and depth to the game. Giving the player more avenues into and out of situations, as well as adding more goals and possibilities to the mod. [][][] [Non-Lethal Weapons] These would not only open all sorts of opportunities for hilarity, but it could allow a little less PvP qq'ing with the ability to lose a confrontation, yet still come out alive. [=] Tranq Rifles - [Fire/police stations, deer stands] Rather than outright killing a foe, the pacifistic player could quietly incapacitate a potential threat. Allowing him to quickly desecrate his victim and escape without being forced to make the kill. Incapacitated zombies would lose aggro. [=] Riot shells - [Fire/police stations, military] Special shotgun slugs that cause severe pain, incapacitation and even potential fractures. Doesn't kill outright, but allows the shooter and victim to survive for another day. Incapacitated zombies would lose aggro. [=] Riot grenades - [Fire/police stations, military] Forces extreme pain and mild bleeding. Maybe not as useful in a fight as a frag, but it beats having nothing and forces your opponent to either treat his wounds or fight in a compromised state. [=] Tear Gas - [Fire/police stations, military] Functions like a normal smoke grenade. Causes extreme vision problems and panic effects to those who are inside it. [=] Flash bang - [Fire/police stations, military] You know how flash-bangs work. Temporary blindness for anyone looking into the flash up close. Mild bleeding and hearing damage to anyone nearby. It gets interesting when the noise summons every zombie on the block. [=] Bear traps - [barns, farms and deer stands] Deploy-able traps that cripple their victims. Useful for defending entrances and booby-trapping encampments. [=] Flare gun - [Fire/police stations, light houses, military] Pistol that shoots road flares. Those of you with night time experience will understand how many tactical advantages being able to launch a flare provides. Don't expose yourself, expose your enemies! [=] Air Rifle/BB Gun - [Residential] Silent firing weapon that enrages zombies, sending them running in a random direction. Seemingly useless, but potentially deadly in skilled hands. [][][] [Homemade weapons] Homemade weapons would really drive home the "survival" aspect of this game in a hugely unique way. It adds a sense of ingenuity, while giving players even more things to scrounge after. [=] IED's Not only does this add a little more excitement to the PvP realm, if fully implemented IED's could create more incentives for exploration as well as more flexibility within the player's arsenal. IED's require multiple parts that can be difficult to find. [*] An explosive -----[*] Non-military - Dynamite from the quarry, manure from farms and jerry cans. -----[*] Military - C4, Satchel charges, hand grenades, rockets, shells etc. -----[*] Special - It'd be cool to rig up a car horn to summon zombies. [*] Wiring kits - Rare bundles of wires that could be found in industrial loot piles. [*] Toolbox - At the moment it's only useful for vehicles, but a toolbox could also allow a player to create/defuse IED's. [*] Detonator - multiple varieties, depending on what the player uses -----[*] Timed - Requires a watch (making watches multipurpose) -----[*] Remote - Requires 2 radios (making radios multipurpose), detonates on saying a keyword on radio frequency. One radio is lost when the bomb explodes. In addition to the damage output, the noise should summon every zombie in a huge radius to the area to investigate. Essentially, the ultimate fuck-you. Extra fun if bombs could be placed into inventories after they're primed, allowing you to do all sorts of fun stuff. Booby trapping bodies, car bombs, suicide bombers, you name it. Once all applicable items are in the inventory, right clicking an ingredient should give the option to "Create an IED with [explosive] detonated by [detonator]" [=] Can mines. By pulling the pin on a grenade and putting it in a can, you compress the handle and essentially prime the grenade. Tie a string around it, and once someone trips over that string the grenade falls out and...well...you can imagine the rest. Requires a [*] Tin can [*] Hand Grenade [*] 2 bandages They can can be placed on any surface, and could allow the player to select another point within a certain proximity to be the anchor for the other side of the "trip" line. Any movement across this line will drop the grenade. Line should be visible, and cut-able with a hunting knife, hatchet, or toolbox. Once all applicable items are in the inventory, right clicking any ingredient should include the option reading "create a can mine" [=] Fire bombs Finally, a use for those empty whiskey bottles. Great for area denial, impromptu lighting, and roasting z's. Requires [*] Empty whiskey bottle [*] Bandage [*] Jerry can [*] Matches Once all applicable items are in the inventory, right clicking any ingredient should give the player an option to "Create a fire bomb" [][][] [Poisons] Poisons allow you to add harmful effects to applicable inventory items. Any consumables (food, water, blood packs, medicine) and non-bulleted weapons (crossbow bolts, future melee weapons?) could realistically be poisoned. Adds an element of paranoia to looting after a lengthy duel, and gives players increased flexibility. Interface wise, when a poison is in your inventory, the right click menu for any applicable item would include the option to poison it. Possible effects: There's all sorts of nasty possibilities [=] Tranquilizers - knock the victim unconscious. [=] Sickness - Forces the "low temp" infection or similar, requiring meds. [=] Pheromones - The player will attract zombies like a dog in heat until the effects fade. (lolololol) [=] Psychoactive - Forces heavy panic effects [=] Deadly - Causes death unless treated rapidly. (Transfusions/meds?) Uses: [*] Know you're about to get killed by some douche? Poison your beans. [*] Life in the wastes becoming too much? Poison your beans. [*] Want to mess with an unconscious person? Poison his beans [*] Want to add some extra 'fuck you' to the crossbow/tranq rifle? Poison the bolts. [*] "I need a blood transfusion in cherno!" Here man, take this blood pack. BAM - AIDS [*] Getting chased by zombies? Tag someone w/a pheromone dart. Their problem now. Obviously, nothing on here is super high-priority. I had more ideas, but I've stuck to posting the ones I thought wouldn't take any aspects away from the game, or require hugely extensive code-work (aka melee weapons like a bat w/wire fencing wrapped around it). Really, I'd just like to see some discussion started about more unconventional weapons. I'm sick of just shooting people, I want to get more creative!
  12. ElemenoP

    Suggestion for cutting down on bandits

    Just wait until I start server hopping with my own personal horde.
  13. ElemenoP

    Atlanta 24 Admin abuse

    I'm posting for a friend because he's having trouble getting his email verified. Either way, 2 friends of mine had the same bullshit happen to them last night. Found a camp stocked with vehicles and weapons and commenced looting. 20 minutes later they were kicked from the server. Every time they attempt to rejoin they get auto-kicked.
  14. Seriously? I understand that this game is "hardcore" I get that zombies are supposed to be deadly. But what the fuck. Seriously, what the fuck. I just lost a ton of shit because a zombie literally instagibbed me from full health. I hadn't even been damaged before, but he managed to break my legs and knock me out for so long I bled out in one swipe. (After I put 2 m1911 rounds in his chest, but w/e) Zombies should NOT be able to five finger death punch me when I'm at full health. Broken legs and knockouts should depend on more than just bullshit dice rolls. Honestly, idk why zombies can even break them at all. You can't punch a person's shin in half, idgaf how strong you are. IMO broken legs should be reserved to gunshots to the legs and fall damage, but either way zombies rolling a six and fracturing my femur needs to fucking go. /salty
  15. Simple suggestion: Once you get a vehicle up and running, a key ends up in your inventory. As long as this key exists, your car is persistent too. You can park it in a garage, leave it in the woods, whatever. It'll load in w/your character when you join a server. If someone loots the key, the vehicle essentially becomes theirs. If nobody finds the key, the car disappears. Now, you don't have to find and fix up a vehicle every time you join a new server. You have semi-reliable transportation, and, if you kill someone and find their keys, you have some exploration to look forward to.
  16. ElemenoP

    Optional PvP settings for servers

    QFTMFT
  17. You ever see someone almost get nuked by an Apache? If no, click the link. If yes, you know you wanna see that again, so go ahead... Part 1 Part 2
  18. l2p Barns and deerstands > cities. Especially when you're unarmed, since most city guns have to be taken from their previous owners.
  19. Currently, the health setup in DayZ is a little...wonky. Using the 12k blood as a general global health system makes sense in some ways, but not in others. I propose a system based on both Blood, Bones, and Pain to manage the status of players. Blood: like the current system, only change the unit to Liters. Average human has 4.7 liters of blood in their body. For ease of measurement, lets start everyone with 5 liters. (Imagine 5L equaling roughly 15000 blood) Blacking Out Can commonly occur after losing more than 1/3rd of your blood. Once you're below 3 liters you can begin to pass out. Rapid blood loss can also induce loss of consciousness. Incapacitation The average adult can usually only cope with losing 50% of their blood. Below 2 (0 blood on the current system) liters the player is incapacitated. If the player remains in this status for more than a minute or two, he/she will die. Revival An incapacitated player can have their status restored with an emergency blood transfusion. They can not be revived without receiving blood. Death Again, if a player remains fully incapacitated too long, they will die. Additionally, if the player runs out of blood completely (imagine in the neighborhood of -2000 blood now), they will die. Pain: similar to a health meter. Uses a percentage out of 100. Humans can only function up to a certain pain threshold. Dynamics (rough guesses with no actual balance related knowledge) Zombie hits could inflict 5-10% or what have you Gunshots could range from 25% to 100% Painkillers restore above 50% Morphine restores below 50% Effects Below 50 and the shaking sets in. Below 20 and prone or limping is forced. At 0 the player is incapacitated ala: Bones Different broken bones should have different effects Different broken bones should inflict varying amounts of pain Bones should require casts/splints to heal rather than morphine Them Bones Legs: force crawling Arms: force no primary use Ribs: no QE lean, no sprinting Skull: Blackout on fracture, blurred vision, view swaying until fixed. I mean, despite being a pretty big list, I feel like most of the features listed here are within the system already. Adding a little more depth and realism to the system would open a lot gameplay possibilities. Open the door for a lot more more interesting experiences.
  20. 1.7.1.4 The good: - Hatchets - Naked spawns drive home "survival" over "zombie themed ffa" - Better latency it seems - Getting into servers fast as hell - I can find food and water again The bad: - Gamma tweaking seems possible again - Crowbar is a flaming pos - Zombies can cripple and cause bleeding with retarded ease - Zombies w/dropped agro don't shut the fuck up - Hatchet and Crowbar melee sounds weird The ugly: - "That fucking zombie was 80 yards away, facing away from me and I was crouch walking on grass why the fuck is he pissed" - My framerate seems to tank indoors - Still desynching pretty often. Got killed today after warping in front of a window.
  21. Your secret is safe with me. I'm a funny person. What can I say? Exactly' date=' their gear and their stats could hypothetically stay on them, provided they don't get eaten by z's or otherwise killed. hahahaha those are awesome but I feel like the manufactured guns littered all over the world achieve the same thing :P That's what I was aiming for' date=' thanks man! lol I'm trying to compile a huge list and cover all the bases. If %25 of the things on this list end up in-game I'd be hugely impressed, and surprised. Glad you think so. Thanks for the feedback everyone, I'll keep editing the main post w/new ideas as you post them and as they come to me.
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