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Everything posted by ElemenoP
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A suggestion to stop rampant killing
ElemenoP replied to Mystic5hadow's topic in DayZ Mod Suggestions
No, this is stupid. The only factors that should tax my mental processes are my own. This is a game about survival of the fittest. Just because you can't make it doesn't mean that the "bad guys" should get their brains nerfed. Why should people be prevented from going on killing spees? It's the end of the fucking world, and you'd expect everyone to band together? Fuck no! This game shouldn't have soft edges. I like how every encounter with a survivor is nerve wracking because you don't know what's gonna happen, and there's a big possibility that it won't be good. It's depressing, it's scary, it's fucking apocalyptic. Don't start throwing percoset at the problem, you'll make the game boring. The best way to stop people from killing you isn't to beg for "sanity meters" or longer re-spawn timers or anything like that. Maybe you should pay more attention and whack them first. -
Humans are built for Information exchange - solution to Excessive PKing
ElemenoP replied to combatcomm1's topic in DayZ Mod Suggestions
Having to be taught skills wouldn't reduce pk'ing. It'd make skills more and more rare. It also puts a burden on people who learn skills. They have everything to lose when meeting aspiring "students." When I'd encounter a survivor, my thoughts would still stay at "I'm going to kill him if he looks like he's going to kill me." not "Golly gee, I sure hope he can teach me how to put on a bandaid." If anything, requiring people to learn from one another in-game would just lead to more anti-social behavior, instead of some mythical enlightenment. -
Remove the "John Doe was killed" mention in the chat
ElemenoP replied to mikyjax's topic in DayZ Mod Suggestions
This is a server side setting, but I agree that it should go. Adds greatly to the tension, not knowing if he/she bled out or is sitting around the corner waiting for you. EDIT: In fact, all of the server spam should go imo. XY connected, disconnected etc. -
True' date=' but I'm assuming a simple "displace vehicle by x/y if it spawns in contact w/a player" could be implemented to keep you from dropping cars on people's heads. Plus, if your car spawns right next to someone, that's more a problem for you than for them. Thanks! I'd say disallow stealing cars unless you have a toolbox in your inventory allowing you to hot-wire it. If someone jacks your car, I'd make it stay persistent as long as you have your key, but good luck finding it!
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One of the things that nags me about day z is that everyone starts on an even footing. Screw that, in life, people have different skill-sets going into any situation. To reflect the value of genetics and life experiences before the infection I purpose: The Random Perk System. Upon spawning, the character will receive a random perk that grants him certain attributes. Nothing will be implausible (stopping power), or selectable. (Perhaps, humanity in a past life can play a role though?). At the same time, each perk could have a negative side effect to keep the game agonizingly difficult. Possible Perks (just ideas) (positive humanity perks?) [Doctor] + Medical experience allows slightly faster bandage application, better results from transfusions and the ability to apply epi-pens to conscious people. - Hippocratic oath, doctors swore to do no harm before the infection. Killing survivors causes panic and mild shaking. [Hunter] + Experience hunting wild game allows hunters to get more meat/blood from hunting animals. Spawns with a hunting knife? - Due to sense of self-sufficiency, hunters spawn with less (no?) beans. [Athlete] + Years of playing sports have left the athlete able to run faster, longer than anyone else. - High metabolic rate means athletes become hungrier and thirstier slightly faster. (negative humanity perks?) [soldier] + Combat experience has made the soldier able to remain calm in dangerous situations. Panic effects are reduced. - Can develop addictions to morphine and painkillers. (Shaking/panic?) [Cannibal] + Can recover blood from dead survivors. - Can develop addiction to human blood (the hunger). [Thief] + Moves quieter when crouched - More prone to panic [Lawyer] + Spawns wearing a suit - Has nothing positive, spawns wearing a suit
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Random Perk System (hear me out/not COD)
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
You do have a pretty good point' date=' I'm inclined to agree with you to a certain extent. The problem is, actual skills don't apply to certain actions in game (bandaging, prepping meat from wild animals etc). True, maybe perks have to be acquired? Exactly, I tried to keep my ideas relatively open, instead of pidgeonholing people entirely into one role. -
Dat Gameplay [Realistic features that don't sacrifice fun]
ElemenoP posted a topic in DayZ Mod Suggestions
Loving the mod, and as I've been playing I've had a few ideas that I feel would spice up the game a little. Adding more realism without sacrificing fun, while keeping the general atmosphere the same. [[Vehicles]] - Add them, lots of them. I understand it's the post apocalypse, but seriously, more cars and trucks would make traversing the wastes so much better. Cars can sit in a garage for years before they start to break down, yet there's still corpses on the ground from the upheaval. So why is every car on chernarus a wreck? [Gameplay implications] I see no reason not to simply add a ton of working, or almost working vehicles. At least 1 per city, especially inland (edit: Note, not enough to turn the game into a rally sim.) They certainly don't make life any easier, as a car is a big, loud target that's restricted to roads and fields. That said, I'd still be willing to take the risk of getting jumped for the ability to cut 3 hours from my hike inland w/myself and my buddies. Exploration becomes easier, yet riskier. Im only talking civilian vehicles though. Maybe super-rare technicals in the middle of the woods. With the increase in vehicles, fuel trading may begin to develop, and transporting groups and goods becomes far easier overall. Edit: to address replies Additionally, with the present system, getting a vehicle in working condition as a solo player is exceedingly difficult. It's doable, but the time spent/reward ratio is ridiculous. It can be rewarding, yes, but it's just not worth the time and risk if you're on your own. I agree that group play should be encouraged, but as it stands now, unless you find a working vehicle as a solo player, you probably wont be driving. Also, chernarus is huge. It was made with vehicles in mind. I do enjoy the occasional hike through the woods, but not all of us have the time to spend hours trudging through repetitive forests. It's a fantastically boring time sink. As a last remark, I don't think the fun of this game should hinge upon exclusivity. I know it's great to have assets other players do not, but "because not everyone has one" doesn't make things entertaining in it's own right. [[Guns]] - More small weapons, less military hardware. Assuming the ladder issue gets fixed, handguns should be the most common weapons. Civilians have far greater access to handguns than anything else, yet 1/3rd of the people I encounter are packing military weapons. Hangars and airbases have piles of covered bodies in them, and automatic weapons just laying around. What? Military grade automatic weapons should be much much harder to find. Pistols, shotguns and smaller rifles, on the other hand, should be much more abundant, and in much greater varieties. [Gameplay implications] High powered automatic weapons remove a lot of the tension from the game. They certainly have their place, but they remove a lot of the fun and sense of vulnerability from both firefights and zombie hordes. All of the best duels I've had in DayZ have been pistol and shotgun fights. With an automatic weapon you can just cut people down. With a handgun, not only do fights last longer, but the outcomes can be unpredictable. People can survive things you wouldn't expect, and winning a gunfight because your target bled out after you thought he ran away is incredibly satisfying. [[Wounds]] Speaking of bleeding out, as it stands now a gunshot can empty you of all of your blood in about 2 seconds. Meanwhile, immense pain causes a sudden onset of parkinsons. This is a game that's supposed to be gritty and realistic. Death comes far too quickly, and pain is either insignificant or annoying. I'm not proposing adding gore or anything like that. Instead, the rate of bleeding should be reduced along with the effectiveness of bandages. Rather than stopping bleeding once applied, bleeding should begin to slow bleeding until it stops. More effective bandages could also be added to hospitals/churches. Along with this, immense pain (serious gunshot wounds to the torso, horrible zombie beatdowns, etc) should force the Arma wounded animation. You know, the one where the player ends up squirming around on the ground in 1st person, completely defenseless. [Gameplay implications] A slower bleed out time opens all sorts of possibilities. A serious wound should be something that will probably kill you, but is still possible to manage. There should be a bigger chance to save your buddies life after you dispatch the sniper that dropped him. You'll have to deal with his cries of agony while you do it though, as they potentially attract more zombies. Additionally, blood transfusions suddenly become far more than just health packs, and having a designated medic in your crew could become hugely beneficial. Also, call me a sadist, but I'd really enjoy being able to deliver a coup de grace to that stupid bandit who tried to ambush me. Or, I'll leave him to the Z's. Who knows? Edit: to address replies I do believe that there should still be wounds that kill you quickly, no doubt about it. All I'm saying is, sometimes you die quick, sometimes you don't. It would be awesome if the game reflected this. Hopefully, I'll think of more things. Thanks for reading! -
Dat Gameplay [Realistic features that don't sacrifice fun]
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
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Dat Gameplay [Realistic features that don't sacrifice fun]
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Totally did not know that, but yeah that does make sense I feel like, overall, weapons like that should be more abundant, if maybe a little less effective. (More iron-sights, more shotties, etc) The sense of vulnerability should be something you have to work damn hard to ease. -
Dat Gameplay [Realistic features that don't sacrifice fun]
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Edited main post for clarification, but I'll reply to you guys here. I don't think that having to fill your inventory with vehicle parts is fun. Bear in mind, a lot of people play solo, and that shouldn't be punished. We don't all have a band of people we can scrounge parts with, and hiking through forrests for hours gets pretty boring no matter how you look at it. Not all of us have the time for that either. I'm not saying give everyone a car the moment they wash up on the shore, but this mod does need better transportation options. Likewise, if cars became more common, fuel and parts would be far more of a commodity. As for the gunshot wounds, I'm not proposing a massive increase. Just enough to heighten the tension and make it possible to revive your buddies if you have everything together. S