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Everything posted by Rigor Mortis (DayZ)
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Yes to this. As long as I've been on the forums, I've been saying that an invisible skill system would be great - specifically something that would change how fast your character could do things. Additionally, there should be a limit to avoid grinding (ie you could only gain so many inviso-skill-points every minute/hour/day etc). The problems people generally bring up with this system are: Grinding -- which I don't think is a problem... if you want to get better at shooting, shoot at stuff! -- and I included an anti-grinding system Balance issues -- which I could give zero craps about 'Dean said they won't have skills' -- which I think this system is a circumvention of what he meant by skills. There's a big difference between having a skill tree and allowing people to choose their skills vs what I'm talking about.
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That's how I learned as well, although it's been a few years since I went through that training.
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I guess the question should be: is the added complexity worth the added memory and development cost for a minor improvement in realism? I agree that they could do this to add realism, but what does it really add to gameplay? I would guess that trying to find the _right_ rope would be a pain in the butt unless they are going to spawn gobs of useless junk in every city -- which, by the way, I really hope they do. With the number of items spawning right now and the difficulty to find what you need, I would rather not have this implemented. If they do as I mentioned, I'd love to see it. It would be awesome to have to dig through all the junk in a house to try to find useful stuff. Chests full of sewing stuff, garages full of different ropes, rusted tools, etc.
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Spray Paint and Blood writing
Rigor Mortis (DayZ) replied to greenmountainserialkiller's topic in Suggestions
Can't wait for the porn sprays to start. It'll be like playing css again. -
I truly hope that AsOiX is right. That's a very nice job modifying the scene.
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In the zombie apocalypse .22 LR would be the best ammo to have - high capacity for low weight - you can kill thousands of zombies instead of hundreds carrying the same amount of weight.
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New suggestions for next DayZ update
Rigor Mortis (DayZ) replied to aneducatedseal's topic in Suggestions
I'm glad to have given you your 420'th post :D -
I don't really care what state we start in, but it should take multiple days to die from dehydration and weeks to starve to death. I get that it's a game, but my 'starving' dude eats 3 times as much as I do.
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New suggestions for next DayZ update
Rigor Mortis (DayZ) replied to aneducatedseal's topic in Suggestions
I think they should up the loot spawns because every house should have at least something in it (i mean, who cleans out every rag in their house before turning zed?!) -- but on the flip side I also think they should up the zed populations to about 2~3 per building in a town so you have to work for your gear. -
Possible reward for early access testers?
Rigor Mortis (DayZ) replied to Tyrianrage's topic in Suggestions
I want the option to spawn as a giant zombie with a huge sword and triangle helmet that in no way rips off another game/movie. -
Great suggestion -- I could think of a few different recipes for arrows that would make different qualities of arrows, and taking guns apart just makes sense for this type of game. I don't know if they'll ever go that far with guns tho b/c it would require additional work :D
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I'd like to see a chance to be bitten by mosquitos near stagnant bodies of water -- then a small percentage of those bug bites could give an infection like malaria. There could be a couple of methods to keep the bugs off, bug spray being the easiest to implement.
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This thread has some great info about reloading and how we could improve that system, and this thread has some great info about improving the inventory system to make it both more realistic and easier to work with (without making it more complicated).
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I was reminded of this thread earlier and wanted to give it some attention There there thread, we weren't ignoring you. It would be pretty awesome to have the first game that includes all 5 senses -- bite into a seemingly good apple only to discover that it is rotten inside (yuck!) and get the option to spit it out or tough it out b/c you're starving. Smell a fire nearby, feel the wind direction. So many realistic and cool things that could be done with this.
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Can't you just wait 2 minutes before you try to login and you won't have that problem?
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Holy cow that was a hard to read rambling mess... but I have to agree that realism isn't boring and the game will improve as more realistic aspects are added. Here's the things I hope they add to make the game both more realistic and more interesting: 1. Skills - hidden from the players, skills that improve as you do things. I know other people hate this idea, but it's both realistic and adds value to a character -- win/win from my pov. 2. Animals - not just farm animals, but dangerous woodland creatures such as spiders, snakes, wolves, big cats, etc. Something to make the wilderness a little less inviting and a little more challenging/interesting. 3. Smells - yeah, I have been told this is a stupid idea and I don't care. Having a bar of smells at the bottom like pine, blood, rotting meat etc would add a layer of depth to the game unseen in any other game to date and could be very helpful in many situations. 4. Improved injury/medical system. Right now it's not terrible, but there is a lot of room for improvement in the medical system. 5. Increased melee weapon damage - I'm sorry, but if someone hits you with an axe in the chest, you aren't walking away without any serious injuries. 6. I could go on for some time... suffice it to say I think realism will improve the game to no end.
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I don't care if this in particular comes back, but more lakes/rivers/dams/bridges for sure.
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Definitely would be cool to be able to cut fences - although it should take a considerable amount of time and be pretty noisy. Anyone here ever tried to cut a real chain link fence with wire cutters? It isn't easy or quiet! **grunt, snap** for each piece of wire, about 100 cuts required. Also, the idea of making fences repairable would be awesome. From a development standpoint this would be easy, too, since they could just make 2 models for each section of fence- a broken one and a normal one. Then people could use wire spools to 'repair' the fence and wire cutters to 'destroy' the fence.
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He has a point - it's silly to have all these people testing tried and true mechanics... the new stuff should be common enough that it's tested regularly and bugs can be sorted out. I'd say that they should make any new items common for at least 1 or 2 weeks just so people can get their hands on the gear and try it out. Perhaps they could make some spawn points that are for alpha only - like a pile of junk in the middle of towns or something.
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Dead Bodies Should Not Disappear
Rigor Mortis (DayZ) replied to KingofTheWorld's topic in Suggestions
You left out the end of the story: lonely survivor respawns, now convinced that KoS is the only way to play. The End (of the survival genre). -
They should add candy and the ability to paint on the side of the RVs for entertainment value.
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I really like this -- very well done! I would be remiss if I didn't point out the left/right switch, but other than that negligible issue, this is awesome. Take my beans!
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Along the same lines, rags + scrap metal + any piece of stone or concrete = stronger shank
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chance to injure your wrists/arms/fists
Rigor Mortis (DayZ) replied to joe_mcentire's topic in Suggestions
I agree that punching should cause injury to your hands to increase realism, but there's a problem with this -- in reality you aren't limited to punching to cause injury. You can grab, twist, knee, choke, etc. I think they should either implement a more complex melee fighting system or stick with what they have now. -
Being able to tuck pistols in pants?
Rigor Mortis (DayZ) replied to goldtoaster's topic in Suggestions
This is called the 'Mexican Carry' -- if you don't know where that term comes from, please check the linked thread. Suffice it to say that it is not negatively referencing people of Mexican descent, but attributing that carry style to their heritage. I concealed carry iwb (inside the waistband) on a daily basis and I can tell you that: 1) There's very little chance you'll shoot yourself if you have any knowledge of gun safety at all. Guns don't magically go off on their own. 2) Your movement is affected -- running with a weapon tucked in your waistband is a sure way to have that weapon either fall out of or into your pants. Using a real holster is much better if you have the option available to you. 3) This carry is best used for short distance concealment when you're moving (walking) from one location to another - for example, I do this from my house to my car, then the weapon goes into a holster concealed in my car. If I'm going to carry for any length of time outside my vehicle, I use a holster.