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Everything posted by ElemenoP
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It's the apocalypse. Deal with it. I think forcing hoarders to diversify their little loot paths is a good reason to implement this in and of itself. Fuck your homely and reliable Barracks, the world is ending. It's not like with all these guns around there wont be any explosives, and there is a mine on the map. If someone cant figure out how to use these in any better way than by blowing themselves up, hey, that's on them. The ability to strap a detonatable bomb onto anything adds all sorts of possibilities. Hostage situations, booby traps, bomb zombies, what have you. This one feature adds a ton of depth to the gameplay, as well as the overall psycology of the game. "[Your friend/car] [This Building] [My jacket] is wired to explode, if anything doesn't go according to plan..." Make that stuff rare and it's just another part of the game. They probably wouldn't implement it like fuckwits either given their approach (ie: TNT will smoke first, satchel charges are super rare). I'd assume there will be different types too, with most not being able to level a building.
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Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP posted a topic in DayZ Mod Suggestions
Ok. Here's a way that can allow the humanity system in, but in a way where players self identify. Basic Concept: Performing basic actions grants the player optional clothing changes. Finding camo remains possible in addition. Examples/ideas: Bandit skin: Murder a survivor or bounty hunter. The player wants to be a bad guy. He'd kill players anyway, no new incentive for murder. Gains badass camo, becomes social outcast and free target. Doctor skin: Administer a blood transfusion The player want's to appear to be a good guy. Performs related good action. Gains potential trustworthiness, becomes bright white target. Courier skin: Repair a vehicle The player wants to drive cars and smuggle stuff. Player fixes cars and smuggles stuff. Gains zombie-like clothing, becomes vehicle/loot/camp signal. Hunter skin: Eat the meat from an animal you killed. Shoot the cow, steal it's power. Mild incentive to kill your own food. Gains ambiguous forest camo, becomes more likely shoot-on-sight victim. Bounty hunter skin: Kill a bandit The player wants to hunt bandits and appear to be good. The same reasons as before. Gains different but badass camo, becomes bandit target and noob magnet. Survivalist skin: Survive one week Naturally, after a week of breaking into houses and supermarkets you'd be better equipped. Gains a jacket, becomes a valuable person (for good or for bad) Guide skin: Survive two weeks After two weeks, anyone still alive would be set up. Gains a sick poncho, becomes even more valuable. Lunatic skin: Survive one month Who knows, he's survived a month of killing the undead and insane bandits. Gains mad street cred and a willy wonka skin or something, ascends to legendary status. Why this system a good idea in my opinion anyway. It's intuitive None of these skins require you to drop roleplay to get. If you want to be a bandit, do your thing. If you want to be a doctor, help people. This way, you can get right into starting your new life however you want. It's voluntary The biggest problem with the last system was could label you against your will. Now you pick the "vibe" you want to give off. It's up to other players to interpret it. Keeps players from getting mad at the system, allows them to put up fronts. It adds depth The previous humanity system gave you two looks: potential killer and serial killer. New system: Serial Killer, Serial Killer Killer, Un-Killer, Animal killer, Car fixer and survivalist. Evaluating potential friendlies and targets becomes harder You get clothing easily Lowers the learning curve for newcomers, makes system more varied and reliable. Findable camouflage is rare loot. Skins reflecting actions/personality are gameplay features. Clothing should not be like an achievement. You get an appearance by performing actions relevant to that appearance. Thoughts? Questions? Concerns? I'm personally excited for the inevitable Bandit/Bounty Hunter wars that would take place.- 19 replies
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Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Hahaha you're right man -
Vehicles shouldn't be rare. Let the experiment continu.
ElemenoP replied to daedrick's topic in DayZ Mod General Discussion
Yes please -
Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Thanks! It doesn't allow for fairness? In DayZ? A game where you spawn with nothing vs a world of people w/ .50 cal snipers. Fairness isn't really a factor imo. That said, their targets will be better camouflaged too. Counter snipers are harder to see, small arms players are harder to see. But they still all definitely stand out. Even ghillies if you see them from a distance. The gameplay implications are big enough that "giving snipers more" isn't a big risk. -
Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
I was hoping for more "appearance matches actions" than really straight "achievement." I want clothing to be a representation of what the player does, not how many pig skulls he's collected and so on. That said, thanks for the comment man -
Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
That'd be awesome if they could somehow make it work. Not after murder though, maybe after days survived. -
Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
How so? Bandit skins worked fine. This is just using different models to represent different things. It's not achievements so much as "the player's appearance can match his/her actions. -
Players unlock clothing through actions [Bandit Skins v2] Discuss
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
It is pretty gamey, you're right. Optional/interchangeable is what I was hoping for. I'll check out that faction thread Thanks! Ehhh...I was for that at first, even made a thread about it. Now...idk... That would be pretty bitchin' actually I will! Thanks Hahaha thanks man, seems like you got the gist Nah, the point of this isn't to make skins an achievement. The point is to make them a "declaration of character" so to speak. Player chooses their look by performing associated actions. -
Campfires: A buddy system and login/out manager. [Discussion]
ElemenoP posted a topic in DayZ Mod Suggestions
Two ideas, to make playing together easier and curb dc abuse. Login/logout Players must log out within 10-15-20 w/e meters of a campfire to log out instantly. Players who do not log out near a campfire will remain in-server for 2 minutes. Players who do not log out near a campfire will spawn unconscious. Fires burn out after a log-out. Kind of a hassle, especially for new spawns, but does have some good implications. Can't server hop into buildings as easily Can't d/c during combat easily Can't d/c to gain combat advantage as easily Leaves evidence of d/c Encourages players to find survival supplies faster Makes campfires more than build-able ovens. Buddy Spawn - I know it's unrealistic. Just, bear with me for a minute. Being within 10 meters of another player and a campfire adds you to each-others "buddy list" for the rest of that life. (Buddy list cleared on death) When joining a server, if a buddy has a campfire up, and you're still their buddy, you can spawn on it. Spawning on a campfire burns it out. I know, But...but...the realism walking for hours is fun! it should take years to meet your buddies This game is too hardcore for friendship care-bear doesn't like walking sim 2012 Listen. This system: Doesn't allow you to continually reinforce your ranks. Death clears buddy list. Doesn't allow you to hot-drop 15 of your clan mates without significant effort (Requires 15 wood, so 30 backpack slots.) Allows you to link up with friends more easily, through a pseudo-tangible mechanic. (Logged out at campsite, log in at campsite in slightly new location. Still continuity) Allows you to play solo occasionally, and play with friends without having multiple accounts. Still requires travel for new spawns and exploration. Just not for reuniting with friends. Removes the huge incentive for clans to vehicle hoard, now that they can link up more easily. Makes it even more important to avoid death, since you lose your buddy list. Fires burning out after log-outs make it so that groups can't rapidly pull out at their camp's campfire. It's a fire, nobody's going to sneak up on you with it. It's highly visible for a mobile spawn point. Thats a ton of positive game-play implications right there. I feel like sacrificing a wee bit of realism for the sake of gameplay is ok. But DayZ isn't some pussy game that holds your hand and lets you have friends you stupid codkiddie. It's like real life but with zombies! No, shut the fuck up. You can't respawn in real life either. -
Campfires: A buddy system and login/out manager. [Discussion]
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
I hate when people say /thread Like your opinion is some supreme gift that silences all doubts and need for discussion. Either way, campfires are for cooking at the moment because they have no other functionality. That's not just as a rule. Hatchets used to be just to chop down wood. How is it not a solution for it? If you log out in x manner that takes time and preparation, you're good. If you don't, you get the same punishment that everyone else is proposing. Well, if you are within 10 meters of another player in their camp, and you both survive, then yes. You guys may as well be friends. If you game crashes then it'd be the same as your game crashing once the timer gets implemented. Or like it is in almost any other online game w/persistence. Yep, it sucks, but it's worth it to prevent teleporting from combat to the 12th pane of reality. -
Selectable Spawning made viable. [Fixes spawn-hopping, user friendly]
ElemenoP posted a topic in DayZ Mod General Discussion
Allow players to select a general section of the coast to spawn on. South West (Medium difficulty) - Kamenkha to Cherno South East (Hard mode) - Prigo to Solnicy Northeast (Easy mode) - Solnichy and north. There is a timer tied to the Average Life Expectancy. You cannot respawn on the same coast within that time limit. If you run out of coasts, you are spawned randomly, and re-spawning is disabled until a coast opens up (likely a 15-30 minute wait.) Benefits of this system: Allows grouped players to more easily team up after death. Encourages more care on the coast, since early deaths are likely to send you far away. Makes it more difficult for people to spawn-hop to their corpse. Can only select nearby area, and cannot continue hopping if killed. Spawn locations are vague enough to keep the mystery of exploration intact for newbs Still allows players who are crippled and unable to heal themselves, and people stuck in the map to kill themselves Edit: Shit, mods, move this to suggestions. My b -
Selectable Spawning made viable. [Fixes spawn-hopping, user friendly]
ElemenoP replied to ElemenoP's topic in DayZ Mod General Discussion
I only play on US East Coast servers. Stop your tears. 1. My bad, I guess finding them almost exclusively after a restart is a coincidence. I don't typically just wander through the woods, due to it being fucking boring. It's not a question of manning up so much as a question of me not enjoying playing the game like a hiking sim. Also, since you have vehicles, finding your clan is probably much easier. Some people don't. Not having to hike for an extra 15 minutes isn't a huge gamebreaker imo. 2. Yeah you're right. If I die, and me in my group drop what we're doing and run in perfectly straight lines intersecting at the exact middle point between us it could take about 8 minutes. Without the need to use supplies, dodge trees, avoid/navigate towns, or defend ourselves. 3. With this system, you can always spawn. It negates the usefulness of spawn hopping, while allowing players to choose, at least in a very limited and vague way, how to begin. Still need to travel from coast, and most likely longer ways, since each spawn section is about 4km long. Long enough to make re-spawning constantly to loot your own corpse much more difficult. -
Selectable Spawning made viable. [Fixes spawn-hopping, user friendly]
ElemenoP replied to ElemenoP's topic in DayZ Mod General Discussion
Still spawn at a random location, just on a specific coast. The game tells you where you are. You still spawn in a random area on the coast, just on a slightly more specific section of it. Vehicles end up in caches in the middle of the woods within a few hours of a server restart. I've been playing for a long ass time and yesterday was the first day I found working cars. Running cross-country takes way more than 15 mins, and the map is 15km wide. Dunno how you figured that out. Also, it's 3 guidelines, most of which the average user won't even encounter. Complicated? The game tells you where you are. This feeling has worn off for me, I just spawn hop now because I know exactly where everything is. This system doesn't remove all of that mystery, just gives you a general section to spawn on. Thank you for your insightful reply. -
This happened to me yesterday, I got it in video Where: Bereznio What was I doing: Fighting for my life Current Version: 1.7.2.3 Server: US #666, later lost the character to hackers teleporting the server. Specs: i5 quad core 3.33ghz, gtx 570, 8gb ram
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Happened to us yesterday too
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Help me understand the butthurt over PK'ing, Bandits, PvP, killers, etc.
ElemenoP posted a topic in DayZ Mod General Discussion
Not trollin' Just curious. The question Why is it that so many people come on here super butthurt about how people always shoot them, even if they said they were friendly. Why I don't get it Personally, I've always viewed it as a simple fact of life in the zone.Honestly, there's no reason for me to be friendly, and there's no reason for anyone else to be friendly. So I say "may the best man win." When I round a corner and see someone 30 feet away from me, realistically, it's either me or him. That's just how it goes. Expecting different is, in my opinion, ridiculous. Picture yourself in an apocalyptic situation like this. Maybe you have friends, maybe you don't. You've got a gun, a little ammo, and enough food to last a day or two, maybe. Suddenly, you see another armed person, just as desperate as you. You gonna just assume he's cool? That there's enough food out there to feed the two of you? Or three, or four? That he's sane, rational, and willing to cooperate? Hell no, you're going to fucking kill him because you're scared, hungry, and he's got a backpack full of shit you might need. Social needs be damned, when it comes to basic survival people are willing to give up making friends. I'm not an asshole At least I try not to be. Often, I do try and be friendly. But I'm not a dumbass (not trollin') about it like some of the people I encounter. I'll call out "Friendly" if: I have a big tactical advantage (I can kill them, they can't see/kill me and I don't want their shit) I am at a big tactical disadvantage (They got the drop on me, I might not be able to kill them) I'm in a standoff situation (we both failed to kill each other) but I don't expect it to work. I make sure I have a way out, or it's a last resort. I expect them to try and kill me, and I prepare for it. I don't get mad if they manage to kill me. I didn't die because "the community has gone to shit." I died because I fucked up. And if I kill some dumb bastard because none of those requirements were met, I don't feel the least bit sorry for him. If he'd made better choices he wouldn't be dead. Even if he was unarmed. You never know if he's calling out your location to his buddies. Next time maybe he won't stick his head out. Thoughts?- 70 replies
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The threats in this game no longer exist.
ElemenoP replied to Snort (DayZ)'s topic in DayZ Mod General Discussion
The zombies aren't meant to be masters of destruction. They're the reason you can't go sprinting around cities. They're the reason you can't fire your enfield willy nilly out in the open. Sometimes you have to kill them, which is an ammo sink. Sometimes they'll still get you when you aren't paying attention. Sometimes they teleport through walls and inter-dimensionally sodomize you. They may be kind of retarded, but if you're not in the right place, and there's enough of them, they'll still fuck your shit up. -
Help me understand the butthurt over PK'ing, Bandits, PvP, killers, etc.
ElemenoP replied to ElemenoP's topic in DayZ Mod General Discussion
It's not about being tough and heartless man. In a real life zombie apocalypse, I'd probably get wasted by patient zero. What it's about is survival. After natural disasters people go apeshit. They kill one another, they loot, they steal and so on. Yes, a lot of people band together, but after national distasters most people are still alive. And they still kill one another, because they're scared. In the apocalypse, where there is no red cross, shit gets even worse. Once the food stops being manufactured, you think people are gonna play nice? When your community loses not 2% of the population, but 98% of it, you think the survivors will share the scraps and sing campfire songs? Hell naw. Yep, some people are assholes. You shouldn't visit your camp without a weapon. You should have checked your surroundings before you started putting your meat away. You had your guard down, weren't paying attention, and likely led the sniper to your camp. Yeah, that guy put tags on your tents. He's probably a dick. However, if You hadn't fucked up so many times, you wouldn't have died. You're saying this through the perspective of someone with food in his belly and a roof over your head. Imagine what you'd do after a week without food and a gun in your hands, when a guy with a bigger gun and a backpack full of beans walks past. Exactly, people get super attached, but then get surprised when being inferior (because if you get killed, that's the honest Darwinist truth) gets them killed. -
I'm trying to put together a big list of suggested dynamic events. But not retarded ones I'm talking about plausible randomized events that happen in the world that can drive exploration, create new experiences, and maybe even kill you if you're not paying attention. Radio Announced: These are events give notification to players w/radios in the vicinity. This suggests fragments of government or other organization still existing. Helicopter Crashes May-day, May-day, this is Charlie 2-4 we're going down. Helicopter rotors are audible through the static. Rather than having heli crashes spawn in set locations, have an actual helicopter with super low fuel be created in a random location with a random direction. Heli goes down, taking out surrounding trees and buildings with in a fiery explosion.Then the l00tz spawn. Cue the ensuing gold-rush as nearby players flock to the crash. These choppers should be a different make than the ones players can fly, to differentiate them. Plane Crashes Another generic distress call echoes over your radio. Bigger, louder, and more destructive than a heli crash. Plane crashes come in two varieties. Most plane crashes drop tons of food and water, vehicle parts, player outfits and raw materials. A small percentage of planes will drop massive crates of military hardware. Weapons, ammo, explosives, you name it. Supply Drops To any survivors, you are not alone...Proceed to grid xyz for supplies and equipment. Randomly located supply crates. Sounds notification on spawn. Crate contents vary, but generally they will have food and water, basic survival equipment, and portable generators. Transcending Reality/Endgame Rescue Helis To anyone who can hear this, proceed to mercy hospital grid xyz for evacuation. Legendarily rare on their own. Piloted and manned helis that land and wait for survivors. Crew will kill any nearby zombies, and humans who open fire near the heli. If you manage to kill the pilot and the crew and the heli is yours. Or, get in and wait for the heli to take off. When the heli reaches the end of the map, your screen fades to black. The words "You are Alive" appear. Quiet: These are events that simply happen. Treasure Maps Findable maps with a specific location marked. Each server would presumably have only one or two locations (so that there might be treasure races, or already cleaned caches). At the location there would be a hidden or even buried weapon/equipment cache. Lost Squad Ahh, the oft suggested "AI Cleanup Crew." Only, instead of a random fire-team of terminators, you get a rag-tag squad of lost soldiers. Decent weapons, low ammo, random equipment. Squads are largely non-confrontational, and will be spawned/despawned with considerations to player proximity. The skill setting should be somewhat low to prevent them instagibbing players. Soldiers will use different camo than any accessible to a player. Convoy In the chaos of the apocalypse, some people chose to get in their cars and scavenge from city to city. Occasionally, these bands of locusts cross through Chernarus. Convoys consist of four-five vehicles with the possibility of a military vehicle or technical being among them. Vehicles will contain small amounts of random civilian loot. Drivers will either panic and run or return fire with random civilian weapons. Leftover vehicles are likely to be in bad condition and low on fuel, but ultimately driveable. Civilian drivers will not wear survivor outfits to differentiate them. Zombie Migration Takes the population of a city and aims it at a certain other city/point/hugely unfortunate player. Then cycles in new zombies. Easiest way I can think of to implement this that doesn't run the risk of dropping 50 zombies on someone's head. I'll be throwing in more as people suggest them here and as I think of them. Don't call this whole idea retarded because of one specific section you don't like. Call the one idea retarded. Thanks for your consideration and winning team spirit.
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The Biggest Plausible Dynamic Events Thread Ever
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
Exactly my thinking. Like...1 event per 3-4 hours/day or whatever per server or something. Combined with the big wide-openness, it'd be pretty rare to actually see a heli go down or something like that. 1. According to whom? All that's been revealed is that Chernarus is fucked. There might be some military entity with a few planes left, who knows? It might only be a day or two after the infection, it's not like planes would cease to exist by then. 2. Throw it off balance? Yeah, it'd be exactly like dying, so don't do it if you don't want to. Sometimes, though, people get tired of a character, or want it to go out in the most epic way possible. You don't have to do it, but a plausible way to actually "survive" would be cool. 3. According to...? Zombies are AI. Animals are AI. I don't want there to be huge NPC squads of terminators, or shopkeepers or anything. Just a few bots w/low supplies roaming the hills. 4. You realize that ARMA can support way way more vehicles than DayZ uses? And not just car hoarders, anyone who wants a car. Also, alleviates the issues with designated car spawns. 5. Again, according to who? If rocket/whoever can find a way to make it work, then it'd be awesome. If not, w/e. -
The Biggest Plausible Dynamic Events Thread Ever
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
I do what I can lol I'm going to try and add more later, and put all AI events in their own category -
Hells yes +1
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The Biggest Plausible Dynamic Events Thread Ever
ElemenoP replied to ElemenoP's topic in DayZ Mod Suggestions
The only thing about horde's is idk how feasable they'd be considering how wide open the terrain is. 20 zombies in a city is a problem, 20 zombies in an open field is a landmark at the most. -
Since morphine is THE pain reliever...it should relieve pain.
ElemenoP posted a topic in DayZ Mod Suggestions
Seriously, there's no pain in the world that popping some tylenol will fix that morphine won't. "Shot in the chest? Fuck morphine, that shit doesn't work! You need some aspirin!" said nobody ever.