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Your DayZ Team
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Everything posted by ElemenoP
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Seriously what happened Rocket?
ElemenoP replied to robersdee's topic in DayZ Mod General Discussion
Go make your own game then bro. -
[Videos] Mak-Daddies and Bean Banditry. A compilation series of shenanigans.
ElemenoP replied to ElemenoP's topic in DayZ Mod Gallery
lol thanks man' date=' that sounds classy as shit Gracias -
Unconventional Weapons: Non-Lethals, Homemade and more
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
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Anybody else having trouble finding food/water?
ElemenoP posted a topic in DayZ Mod General Discussion
I seriously am about to die of thirst. I've looted every building in Balota and Cherno w/my first fresh spawn. I've found an MP5 w/more ammo than I know what to do with, a g17 w/5 mags and an alice pack. What I have yet to see is a single fucking can of beans or water/soda anywhere. Anyone else? Or am I just SOL. EDIT: Also, not really related, but I kinda dig the unarmed spawns. Getting rid of zombies hasn't proved too tough, and it's made teaming up w/people a lot easier when one/both parties aren't armed. Made a party of about 5 earlier w/mixed arned and unarmed people earlier that would've never happened before. Keep things this way for a while and let people get used to it imo. -
The only reason they had a wide view arc was because of their heads bobbing around.
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It's Impossible to See at Night! - Other threads will be locked/deleted!
ElemenoP replied to daish's topic in DayZ Mod General Discussion
Ahhh' date=' ok. So my options are A) Be fucking blind B) Throw a giant red "rape me" beacon that attracts zombies C) Find a pair of NVGs and come on the forums calling anyone wanting even halfway decent visibility a carebear. All because nights are unrealistically dark. I swear, have none of you ever been outside at night? Even in the middle of bumfuck nowhere on a cloudy day you [b'] can actually see shit. -
*get killed on expert server* *jump to beginner server* *jump back* annnd thats why this won't work.
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dark is TOO FUCKING DARK -> dayz devs listen ffs
ElemenoP replied to seannybgoode's topic in DayZ Mod Suggestions
I don't like how my options are: "Can't see shit" or "Throw a big red "shoot me" beacon that attracts zombies like moths" and there's a reason people are already calling the flashlight the suicide light. Seriously, have you ever been outside at night? Even without light pollution, and with clouds on a new moon it's not this dark unless you're fucking blind. I feel like the only people who support this are people with NVG's, because it gives them such an obscenely huge advantage. Night should still be fucking dark, yes, but not to the level it's at now. EDIT: I hate how discussion on features that would make this game fucking playable gets turned into "go back to cod carebears" for anyone who thinks that maybe, just maybe, this shit's fucking retarded. Legitimate difficulty is awesome. Being fucking blind is stupid, and the only people defending it are people who have a huge advantage because of it. Wait till your ass gets killed, I'm gonna laugh when you come back and QQ. -
Bandanas: Making armbands/face coverings to identify yourself and your group.
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
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I made a thread w/virtually of of these suggestions minus the cow one here: http://dayzmod.com/forum/showthread.php?tid=8756
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People don't seem to understand that "making the game a pain in the ass" is not a good way of enforcing anything. Rocket said it won't happen. This is a bad idea and you should feel bad.
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dark is TOO FUCKING DARK -> dayz devs listen ffs
ElemenoP replied to seannybgoode's topic in DayZ Mod Suggestions
+1 Agreed. I've lived way up in northern new englad, no light pollution or anything. Visibility is only ever this shit if it's cloudy and raining or if you're blind. -
The endgame is something currently lacking in DayZ. Once you've kitted all the way up, all that's left to do is hunt players. --> This is largely a symptom of being a mod in super early alpha <--- That said, I wanted to come up with a list of viable ideas that go with the game's themes and authentic atmosphere. I'll be keeping track of people who agree and disagree with each idea in the following fashion: [Approve/Disapprove] Discussion would be awesome. I get the feeling that the devs just have this section to keep us occupied, but I'm genuinely curious to see what everyone thinks would add longevity to the game. [Forts] [0/0] It has been hinted at that servers will have their own persistence somewhere down the road. This idea would work much better in this type of environment. If a player has enough wood (*snicker*), a tool box and possibly a blueprint, he should be able to construct rudimentary structures. [*] Fences and walls [*] Guard towers (deer stands essentially) [*] Doors and gates [*] Garage type structures [*] Huts, garages and other covered structures [*] Boxes and chests that could potentially be transportable. Additional specialized pieces could be found or constructed from other items found in the world. [*] Search lights and lamps [*] Sirens (attract zombies) [*] Sandbag walls [*] Razorwire walls Allowing players to create bases for themselves and their comrades would virtually make the endgame. Player made and run fortresses could open up nearly endless possibilities. [Recognition system] [0/0] Assuming name-tags get disabled (which they should), players get the option to tag someone as "recognized" when close. They will display the name-tag when in someones crosshairs now. Name-tags are wiped on death, nobody will recognize you and you recognize nobody. This would make groups function far better in a world where 90% of people wear one of three different outfits. [basic skill system] [0/0] Nothing too RPG'ish. Just a simple representation of skills developing over time. [*] Medical abilities allow wounds to be treated faster. [*] Mechanical abilities allow vehicles to be repaired with fewer parts [*] Hunting skills allow slightly more blood to be gained from meat [*] Overall survival reduces the effects of panic Masters of any skills should be able to "spread their wisdom" and teach people below them to a "midlevel" skill level. Gives players more small incentives to survive, and maybe cooperate. [Weapon regularity changes] [0/0] Personally, I'd like to see the following: [*] Slight increase in civilian weapon prevalence [*] Decrease in military weapon prevalence [*] Decrease in ammo regularity across the board I feel this would bring about a number of interesting changes. [*] You'd slow the ability for players to reach "completeness" in their characters. [*] Stockpiling, gun running and ammo trading could become "a thing" to a limited extent. [*] Makes the game feel more like "survival" and less like a zombie themed military scavenger hunt. [*] Gives players incentive to explore longer and in more varied places [Migration][0/0] Of everything. Supplies Zombies Guns Every city should fluctuate between being full of zombies and being a ghost town on a pseudo-daily basis. From being a treasure trove of sweet l00tz and bounty, to having maybe a makarov clip within it. Right now, there are 3 or 4 places guaranteed to give you good stuff most of the time you go there. It gets stale fast. Never knowing where the next gold rush might be keeps things fresh and exciting. Please feel free to discuss, criticize, call my ideas stupid, whatever. If it leads to more ideas for an awesome end-game, I'm all for it. I'd be happy to add your ideas to the main post as well if this thread gets going
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Unconventional Weapons: Non-Lethals, Homemade and more
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
There appear to be a huge number of people who agree with you. Honestly when I made this thread robberies didn't even enter my mind. I was thinking more along the lines of "I'm gonna knock this guy out instead of shooting him and attracting the horde" Hahahaha that video was hilarious man. I'd hope it's not quite as rough looking in-game, but that was a sick proof of concept. The yells were hilarious. -
Bandanas: Making armbands/face coverings to identify yourself and your group.
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Yeah, but you also can't magically transmute a rag into whatever color you want. Teams w/discipline may want uniforminty in their ranks. Ragtag groups of survivors may not care. And I'd heard that rocket was considering arm-bands for identification. I figure arm bands plus face coverings allows for a little more flexibility. -
The bugs kill me more than the z`s and players
ElemenoP replied to tintee's topic in DayZ Mod General Discussion
What? Common ammo, quiet, powerful and accurate. I find the winchester and enfield way more reliable than most of the loud ass military grade weapons that take 4-5 bodyshots for a kill. -
Bandanas: Making armbands/face coverings to identify yourself and your group.
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Thanks for the support! I was thinking that, but I feel like making it a challenge to find your clan's colors is more realistic and adds some authenticity to the whole deal. -
Unconventional Weapons: Non-Lethals, Homemade and more
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
I've seen tons of threads for them since I made this one' date=' if someone posts one better than mine I'll let this one die. I'll check yours out too, see if you've come up with anything I havn't. I added a BB gun to the main post that conceivably does exactly that. As for the KO, they're just infected people. They can ignore pain but if their brain gets hit hard enough it's gonna stop working for a minute. -
Extension to one of Rocket's idea: Gear damage by gunfire
ElemenoP replied to psycho84's topic in DayZ Mod Suggestions
More specific title: Still a bad idea. I saw your post before the the edit: it doesn't really make things interesting. Overhauling the injury and damage system would be interesting. Adding armbands and masks to allow players to voluntarily identify/differentiate would be interesting. Adding nonlethal weapons (check my thread nudge nudge wink wink) would be interesting. Randomly disappearing gear based on dicerolls is frustrating at best. It serves no purpose beyond being a minor inconvenience. -
A radical approach to encourage co-op/deter PvP
ElemenoP replied to jaginun's topic in DayZ Mod Suggestions
You know what, I came in here ready to rage, but these are all really good ideas. Inspecting a corpse should give you his relative time of death, killed by (zombies, starvation/thirst, small caliber weapon/medium.../large.../shotgun) Inspecting a person should tell you "This person is tired, covered in twigs, clothing appears to have bullet holes, stained with dried blood" or things to that effect. As for weapon holstering, there is a way to do it already, but it's wonky and often doesnt work at all. -
Extension to one of Rocket's idea: Gear damage by gunfire
ElemenoP replied to psycho84's topic in DayZ Mod Suggestions
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Extension to one of Rocket's idea: Gear damage by gunfire
ElemenoP replied to psycho84's topic in DayZ Mod Suggestions
I read your post, and replied to it's points. Did you see where I said things to the effect of: "Having your gear disintegrate because you got shot (read: your idea) is a bad idea?" Yeah, bullet caliber effects the percentages. Cool. His idea, your idea, this idea, doesn't matter who's it is because it's bad. It's adding a bizarre, mysterious diceroll with no gameplay purpose other than discouraging players from shooting one another. Not even in an intelligent manner either, it's just "zap, piece of gear xyz is gone lol" Adding crows or flies buzzing around you is also retarded. Do crows and flies follow murderers around? No. That'd be fucking weird. Do you get weird vibes looking at a picture of a serial killer? Yes. That's why the suggestion for a "subtle heartbeat sound" was made. Did you read the list of consequences that are already in the game from engaging a player? Because those all actually make sense and don't revolve around send random pieces of a dead player's gear into an alternate dimension. I understand that this game revolves around consequences. Those consequences should make sense. As for adapting, I don't really understand what you're trying to say since you're the one trying to de-incentivize player killing. Sounds like you've gotten shot up a bunch of times and you want your killers to suffer the "consequences." Beyond that, please quote me on what I've been complaining about. -
WTF is happening to the server community.
ElemenoP replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
Why should people know who you are if you've died? Why should there be safe havens? Why would there be police in the post apocalypse with the magical ability to read someone's soul and know their transgressions? What the hell dude? Idk why you all bitch and moan. If you help someone out, they'll likely help you. I've had dozens of friendly encounters because I don't walk straight up to people expecting them to be friendly. I also shoot a lot of people on sight. Sometimes, shit happens. That's why this mod is great. If everyone joined hands and sang kumbaya the game would be boring as shit. Also: To the guy above him: Maybe the people with makarovs should stop running around out in the open and gear up. I've been sniped from a hill maybe one time, and I was being a dumbass. Sniper shooting at you? Get to cover, figure out where he is if you can, and the try and escape or figure out a way to fuck his shit up. Don't get mad because you expect to win and don't. Use your head and pick your fights. -
Extension to one of Rocket's idea: Gear damage by gunfire
ElemenoP replied to psycho84's topic in DayZ Mod Suggestions
Not that I buy into everything rocket says being interpreted as the word of god, but I'm literally quoting him here: "This IS stupid. So do something about it. Posting "aw everyone kills everyone" on the forums is what people have been doing for ages. Has it worked? NO. So try something else. I see a few groups are doing different stuff, and they're keeping quiet about it. It's obvious from the database those people who are adjusting to the "anti-game" environment and those who aren't. I don't have the resources or the inclination to balance the game, or develop some kind of punishment system. So that just ain't going to happen, even if it was within the scope of the project (and its not)." This idea is bad and you should feel bad. Killing players is a dangerous affair in and of itself. You can get shot at back, zombies can swarm you, you give your position away and you expend ammunition. All of those are consequences that make logical sense. Having your targets gear randomly disappear does not. It's arbitrary, and it's beyond the player's control. If you give someone the oppurinity to kill you cleanly, that's your fault. Your killer shouldn't be punished for it. Also, your thread title is too damn long. I have to edit the title every time I tell you you're wrong.