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Everything posted by Lights Out
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No definite answer. If it were to come out, it would be ported from the PC after the DayZ standalone is good and finished (not just released in alpha but completely finished). However, don't expect it to be exactly like PC, consoles just cant handle a game of this magnitude. It would have to be watered down a bit to say the least. If you make an argument of how it shouldn't be watered down because the ps3 is better fit to run this game over a 360, that may be true but they aren't going to make separate version for each console. Not to mention, the ps3 still isn't strong enough to handle the game with all its planned features.
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Bad troll. This stuff is real, has been used, and works effectively. I just don't know if it can be used as quickly as the OP wants to use it, I know it comes in a gauze. Maybe if it comes in a patch as well you could open the pack quickly, slap it on and continue running all in a short period of time. Not in stride though. And of course as noted, the side effects would have to be effectively implemented as well because from what I've read, there are some serious ones.
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A couple thoughts, Refill magazines + Refill Blood Bags.
Lights Out replied to DarkScience's topic in DayZ Mod Suggestions
Talking about combining Well I'm going to be rather disappointed if food still instantly gives you more blood. Blood should slowly regenerate over time as it does in the real world. Eating to be nourished, drinking to be hydrated, and being healthy (no sicknesses nor diseases as Rocket said he's putting in) should only slightly increase the rate at which it regenerates. If you were starving, dehydrated and or sick, it should slow the rate of blood regeneration. Lastly, being hungry and thirsty shouldn't kill you so quickly. It should have different effects on you over time (Shorter sprint period, dizzyness, blurry vision, and maybe passing out/hallucinating when it gets very bad). After a prolonged period, only then should it be deadly. All in all, I like the ammo clip idea but no go on filling blood bags, it's simply not that easy to do and as mentioned you'd have to take into account blood types. -
Yea I understand that but as in reality, lonewolfs should struggle with a lot of tasks. It's tough surviving alone. Of course groups have their own set of challenges such as finding enough food and such to sustain their life and of course the fact that everyone has their ideas. There's going to be disagreements and of course you pay for each other's action (ex. not properly rationing food, firing a gun and attracting zombies). Keep in mind this thread and just bump it when the alpha is released or if more information is released that is relevant to this.
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The way I see it is if you're caught in a dangerous situation alone and you're losing blood quickly, in real life your chances of surviving are grim. You need to find a safe place to treat yourself quickly. If you're with a group, they can at least lay cover fire while you're fixed up. It seems to me like leaving this out will further encourage teamplay. Edit: I like the idea but we need to see the new medical system to accurately add a downside to this treatment. It cant just be, well it's not permanent. We'd have to find a way to accurately implement side effects into the game.
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apache25...is that you?
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Not going to work, now you're going into a health mechanic instead of the blood mechanic that is used. Nothing should instantly take blood from you, because well, that's not how blood works. Instead injuries cause a wound in which you start to lose blood.
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You would also have to factor in adrenaline. Adrenaline can sometimes over power pain receptors which is how some people get shot (hurt in any way) and don't realize right away. However sometimes when the adrenaline wears off, some pain could be crippling and incapacitate you. This can QUICKLY become very complicated lol
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How would you suggest it "hurting" translate into the game? It should have some type of downside besides it not being permanent, the pain aspect of this should somehow translate into the game.
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Edit: Double post, phone always does it for some reason
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Lmaoo its hilarious how people get banished to warz, too funny
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Bandaging should actually be the quick fix. Steralizing and stitching should be the permanant fix
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Won't specifically name anything, but I'd love it if they put some rare sighting/anomalies in the game (nothing over the top though). And I mean so rare and rarely seen that most won't believe you if you tell them you saw/heard something. Would even be cool if it's periodically updated and changed.
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Non-Shitty class idea for the Standalone
Lights Out replied to pbrunk's topic in DayZ Mod Suggestions
Only thing that bothers me about this is, some people aren't going to accept whatever pre-apocalypse profession they're spawned as. Many will just respawn until they get what they want. Although I do like the idea, I don't think it will work out unless you fix the previous stated problem. The only fail-proof way is allowing players to create their characters. (Hair, facial features, clothes, etc etc, you can include civilian clothes as well as clothes related to professions but no military and camo type stuff) From here, allow people to pick from pre-grouped starting gear. At worst, there's one set of gear that people prefer and mostly get and then it would be like it is now, everyone getting the same thing at spawn. From your spawn you end up building your own class by loot you pick up and hopefully the passive background skills that Rocket talked about. I'd love to randomize what everyone gets but the thing is people won't be good sports about it. They just kill themselves and try their luck again. -
Thought on Bases, Bandit vs. Survivor Balancing and Teamspeak-Gangs
Lights Out replied to Dude3000's topic in DayZ Mod Suggestions
Yea, it's really just differing opinions. I guess if it were only 5 - 10 NPCs it wouldn't be a big deal, but if it were only 5-10 NPCs it also seems as if a coordinated attack would effectively take out all defenses. Which breaks immersion because logically, I'll think, why can't I take it over? Especially if a team covertly attacks from within, posing as regular survivors.. I definitely understand where you're coming from though, encouragement of teamwork. However, this can be acheived by just making the game more difficult. Make shooting your gun off without discretion highly dangerous. It should put you in hot water with zombies in the area, every single one with a certain radius closing in on the origin of the sound from every direction. Zombies are suppose to be of a bigger threat. Make the envoronment more harsh so surviving alone is a lot to handle. Rocket also mentioned a passive skill system that runs in the background which makes players more "skilled" in certain survival tasks. You would want people in your group with certain skill sets to help you survive. This would also encourage teamwork by effectively putting more worth in the character themselves and not putting it all on what's in their backpack. In reality, you won't see many bases that are just open for any old survivor in a post apocalyptic world. Most will be run by a few trusted and will be very weary of letting others in for fear of them messing up this good thing they have. However, I'm counting on some clans putting one together. Recruiting players as they go. I mean look at the reddit rescue team, who would have thought? -
Youtube ad, it's free. People are going to share it, game websites are going to write articles about it. So much more exposure than TV
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Thought on Bases, Bandit vs. Survivor Balancing and Teamspeak-Gangs
Lights Out replied to Dude3000's topic in DayZ Mod Suggestions
Why should these bases be unobtainable? Overpowered guards is just so unrealistic, even top military bases can be captured, especially in a post apocalyptic world. I feel that it's like running to the end of the map and hitting an invisible wall. An error message that says you are leaving the mission area (cue air strike on position) Like I mentioned, camps should only be player run which allows for ANYTHING to happen, interactions and scenarios are endless. Rules are player made. Decisions about hostiles and misconduct are made on the fly, realistically. Calculated by a person's mind that can act on reasoning or emotion if they wish. See my last post for previous unaddressed concerns. If you wanted it in a MOD sure, but I don't want it in my game. -
If music was a must, I'd have to go with something classical to be honest. I feel like all the songs above are too "gamey", there's something about mayhem set to classical music, I don't know what it is but it fits so well. I do love the 28 days later track though, it fits the zombie genre so well. Its eerie but not over the top.
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Exactly what I was thinking, nothing but ambiance. Heavy breathing, zombies banging at the door, shots firing in the distance. Maybe feet hitting the ground, backpack and gun moving around, heavy breathing, bunch of zombie groans as they chase you.
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Thought on Bases, Bandit vs. Survivor Balancing and Teamspeak-Gangs
Lights Out replied to Dude3000's topic in DayZ Mod Suggestions
No NPCs, the only humans in the game should be player controlled. -It's way too hard to accurately replicate an actual human's decisions/reactions in code. Just too many variables. -Increasing stuff for servers to handle. More human NPC's means less zombie NPCs, I would much rather see the max amount of NPCs a server can handle be nothing but zombies, the more the merrier. -Engaging with characters that you know are A.I. breaks immersion. What I think should be done instead is allow us to make our own camps. With this, I'm sure there will be players that would love to build their own survivor camp that they would protect. With enough man power (clans probably have the ability to get a large amount of players to run this camp, they can recruit for certain duties as they go along - I've seen plenty people actually willingly surrender as a prisoner and do as told, trust me, people will take the job of patrolling a camp) you can probably make your own rules here and police it as you wish. What I'm getting at, which mirrors Rocket's vision, is make your own story. -
Edit: my phone double posted.
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Its apart of the game, live with it. The biggest problem currently is the duping and all the high powered weapons, not bandits. This will be taken care of in the standalone. I'm not a bandit and I still say no consequences. Bandits are a big part of the game, they're a threat and add tension. Bandits paired with the higher threat level of zombies in the standalone (hopefully) will make for nonstop tension.
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Anything that gives a PvP advantage is going to kill the game, I think you could only implement this with non PvP skils. Survival type stuff, and it has been discussed on the forums. Also has to be a passive type system. Whta I mean is no skills trees, has to be something that is completely in the background and it can't be anything crazy. Slight stuff. Edit: Ex. Gutting X amount of animals over an X amount of in game time allows you to get an extra slice of meat or 2 out of the animal. Or after bandaging/giving blood transfusions X amount of times over X amount of in game time allows you to more effectively administer blood (someone who isn't experienced in this may waste blood during transfusions) or can better bandage wounds (someone who isn't experienced maybe need an extra bandage to properly stop bleeding or maybe when they banadage, blood loss isn't stopped immediately, takes X seconds for the wound to clot). Stuff like this gives no PvP advantage but gives much more worth to tour character and gives you something to work towards.
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I believe you are a survivor that's washed up along shore. If that's the case, I doubt if you and your friends were together you would all survive washed up on the coast alive. I believe that's the reasoning for spawning alone, story-wise. I don't know if they'll take the same route in the SA. Maybe there could be a feature that works as follows: Pre-spawn (if all your friends are starting fresh together) you can set up a group so you can join the server together. Now from this group, the server will randomly place you on the map, let's say you have a group of 5. Maybe 2 of you spawn together and the rest are scattered. Maybe 2 groups of 2 in different locations and the last one in another location as well. Etc. Etc. This would all be handled by the server and would probably be random (of course with some guidelines in the code) So technically you have to still find each other but there's a chance of you at least having a buddy for the adventure. It's the only compromise I see working because realistically, what are the chances that you're together with all of your friends when the infection spread? Not to mention, I thoroughly enjoy the adventure of finding my friends. Nothing like finally seeing a friendly in the distance after all the tension of running around alone. (cue slow motion running music.)
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dead silence...