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LastShenanigan

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Everything posted by LastShenanigan

  1. LastShenanigan

    Restore Blood \ Health Over Time

    I like this idea as it encourages players who are geared out to be much more careful. Currently if you survive an insane battle and are extremely low on blood, you can get back to healthy levels in almost no time if you have enough cooked meat. If all cooked meat did was buff blood regen, you'd require far more careful planning after surviving a dangerous encounter. I'm up for incredibly slow blood regen, somthing like 25-50 blood a hour. Canned and cooked food both buffing that regen for some time, cooked being much higher %. No base regen once you fall below 7k or 6k, no regen at all while bleeding and no base regen if you're staving and dehydrated at the same time.
  2. LastShenanigan

    Choosing your spawn

    It's not a terrific social experiment if I spend 2 hours searching for my friend to experience it with. Larger groups have it easier as they have better means to repair vehicles. I agree that it was a fun challenge the first few times we did it, but with him dying and each random location resets... I get a little less interested in running through the woods forever. The most intense moments of panic and emotion are when we're together trying to make the best of it. It's a lot more harrowing when someone blows your best pal's face off around the corner from you then some random stranger you've only ever typed "friendly" to. Should he be able to magically spawn on top of me everytime he dies? NO! Should we spend our entire play session meeting in a center location between Kamenka and Berezino? NO. Quote realism as much as you want... there's no realistic explanation concerning where we spawn as is. Were you a a resident in this town? Did your boat wash up on the beach? Did you have any close neighbors that survived the apocalypse? Before the apocalypse, me and my friend co-owned a fishing business based in Kamyshovo. I'm just saying, Random does not equal a perfect system. It doesn't have to be stupidly easy, but it shouldn't be impossibly boring time sinks.
  3. LastShenanigan

    Spawn survivors with only a flashlight

    So... Survivors on the coast will spawn with no weapons to defend themselves and a beacon in their hand pointing out where they are? That eliminates the "run & gun" types and introduces the kill "defenseless idiot holding the bull's-eyes". I like the idea, i'm just 100% sure that the jerk who gets his jollies by being a jerk... will find another way to be a jerk. I think instead of a stick flashlight combo you should be able to hit people with the flashlight. It's only capable of knocking another person out though. Making stealing in spawn areas the new reason to seek revenge. I'm 100% in on the spawn with less suggestions though. Why do I spawn with supplies? I assume I've left safety because I have none.
  4. LastShenanigan

    Zombie population

    I scouted a small barn in the middle of nowhere. Absolutely nowhere near anything! Only four zombies outside of it. I made the mistake once of I was inside to kill them. I ended up with 83 kills and a broken leg. Not entirely sure why that tiny barn would have so many residents. I often run into less zombies in the cities then in the small towns that only have one enterable building.
  5. LastShenanigan

    Cannibalism and You.

  6. LastShenanigan

    Allow the settling of towns

    What prevents someone from walking into your town when you're logged off and taking all your stuff? What happens when almost every town in the game is settled? "You Win" comes up? Sounds like we're playing minecraft all of a sudden. I like the idea of players building structures, but anything that gives you more security from zombies and bandits would eventually lead to extremely boring days of farming the fields of what used to be a zombie apocalypse.
  7. Great post OP Some players should take a note from all the "What If" apocalypse specials that some of the science channels like to play. They almost always suggest staying away from cities and only trusting people you know. No repercussions for your actions is a problem for all style of players. Yes, theres no repercussions for a bandit if they die. They simply run up to the next person they see, kill them and take their stuff. However, the same applies to the survivors who run into heavily populated areas everytime they spawn because it's the easiest place to find gear. You aren't actually concerned with your life, only your gear. Too many people seem to think they're playing the game the way it is intended and everyone else should be encouraged to play their way. Simply put, setting up a permanent settlement and playing "the sims" is not possible in a game where the servers are limited to around 50 people who come and go as they please. It's also not entirely in keeping with the games brutal nature, you're intended to survive as long as can, not keep adding more and more buffers between you and the apocalypse until there is no more danger. It's assinine to assume people would stop complaining if they go their way. "ok, no more bandits! Only large established groups going to war over power plants in the apocalypse makes sense to players." It'll only last until the first faction of players gets wiped out, loses all their locations and gear. They'll then come to the forums to complain how PvP is too harsh in this game The biggest hurdle for people who want forced cooperation is that everyone else fully realizes they're playing a video game. Lets be serious, large groups of players already form up and take over areas in Dayz. It gives them a huge advantage over other survivors whom they generally don't trust for fear of losing their gear. The only way to get two players, who have just run into each other, who don't know each other, to suddenly cooperation completely with each other... is to force them. I am in favor of permanant names, so people who constantly betray others can at least develop a reputation as someone to avoid. Unless we ban every player that ever dies, no one will ever hold their characters life as more important then their gear. That goes for everyone, not just bandits. You're upset because you lost all your gear, not because someone killed your character. If you want repercussions for dying they should apply to ALL players. Spouting insults like "Carebear" or "COD Kid" is juvenile on both sides and everyone should be embarrassed. Shenanigan out!
  8. You just want to be able to spawn sprint shoot with no consequence. I understand. However, seeing as how that isn't really realistic behavior, people who engage in it more frequently would probably enjoy the game more if they were spawned closer to people of like mentality. It's not a punishment... as was mentioned before, it's a consequence... and it makes sense... I think a major part of the misunderstanding here is that you think I want to banish "badguys" to the cornfield. I don't. For one, a couple towns up the coast is not "banished"... and for two, I'm not talking about villainous players. I'm not talking about pro bandits who PVP well. I'm not talking about the guy who occasionally kills people and is friendly other times. I'm talking about people who kill pretty much zero zombies, on average don't even survive long enough to get hungry, and do nothing but respawn, look for people, and shoot at them as a priority. As I said before, I frequently banditize people myself, and have worn the bandit skin for roughly half of my gametime. I have nothing against legit bandits. I would just like the focus of this game to shift 10-15% more towards "survival" (because there are so few multiplayer survival games), and take a step back from plain old "deathmatch". Some of the suggestions I relayed here would do a lot for making that the case. Ok in response, I have NEVER "banditized" anyone in game. I frequently run into other players and we both go about our way. I've been killed by bandits only a seldom few times. I've killed only one bandit, after he pointed his gun at me. I DON'T have a problem with the current bandit system. I don't know what "deathmatch" game you're playing. If you really want people to stop spawn/run/gunning then how about no one spawns with a weapon. Otherwise, nothing about your entire argument has been logical. You bounce from "strive for realism" to "not fun game mechanics". Lets not even get into realism in a zombie apocalypse simulator. You don't like people aren't forced to cooperate with each other and want there to be punishment for the people who don't want to play exactly like you. The people "who do nothing but respawn" are only in the respawn zones. Why are you a self proclaimed bandit, even hanging out there. How about survivors spawn holding hands and bandits spawn with a cigar in their mouth so we can clearly tell the difference?
  9. This is the one thing that worries me Alive Characters: 80459 Bandits: 8544 Thats not a huge % of the player base as is... If everyone felt a change was necessary it'd be one thing. Right now though it looks like some of us may be making sweeping judgements about the entire mod based on our own experiences.
  10. I think we need to seperate the people who spawn, run, gun and dumb from bandits. There are plenty of players who aren't bandits, who respawn and continuously run into town shooting zombies until they find some loot. Also not effective for long-term survival. Currently, cooperative play is naturally encouarged for survivor and bandit alike. What you suggest is perks for people who play nice beyond the benefits that are already present. I agree that people like Ranger Respawn should be addressed. I don't think any magical god points should be rewarded for being friendly. I prefer my apocalypse full of danger and tense social interactions. As it stands there are plenty of "survivor" groups that headed north, got geared, got bored and now run around murdering people. Also, working together isn't beneficial in every situation. Adding rewards for working together that don't exist in reality is an observation of morality. Rewards for working together don't exist in reality? News to me. Last I checked having a good reputation was quite valuable, and would remain so in a Zombie apocalypse situation. Since the only way to really "team up" effectively is to "bring your own friends" I don't see why handing a player who very rarely murders other humans a free compass or an upgraded backpack every couple of re-spawns would really be "unrealistic". Let's look at it this way: Player 1 wants to run around and shoot people for the lulz. Level of satisfaction with Day Z? 100%. Player 2 wants to test his skills in a realistic zombie apocalypse that allows for banditry and cooperation. Level of satisfaction? 100%... until he runs into Player 1 50 or 60 times, then more like 50%. I don't want the game to become "coop players are God" or "Coop players start with an MP5SD and 10 mags"... just want it to take a couple short steps away from "Call of Duty w/ griefing" I hear what your saying (typing). That said respawning with a better backpack and a compass for playing nice doesn't really encourage me to group up again and paints a huge target symbol on me for people who prefer the fast road. People with extreme humanity differences having different respawn zones they're allowed is a possible solution. I think if melee weapons are ever added they could be made common along the coast and firearms made a bit rarer in spawn areas. The real problem may be you simply spawn too capable to need other players.
  11. If we really need incentives to group we should make weapons much more rare. Everyone carrying guns being scared and paranoid does not help them make friends. If you're willing to give up your zombie killing boomstick and carry my beans then yes, we can group up. Otherwise you're unknowningly pointing a gun at me everytime you scroll over me, no like.
  12. I think we need to seperate the people who spawn, run, gun and dumb from bandits. There are plenty of players who aren't bandits, who respawn and continuously run into town shooting zombies until they find some loot. Also not effective for long-term survival. Currently, cooperative play is naturally encouarged for survivor and bandit alike. What you suggest is perks for people who play nice beyond the benefits that are already present. I agree that people like Ranger Respawn should be addressed. I don't think any magical god points should be rewarded for being friendly. I prefer my apocalypse full of danger and tense social interactions. As it stands there are plenty of "survivor" groups that headed north, got geared, got bored and now run around murdering people. Also, working together isn't beneficial in every situation. Adding rewards for working together that don't exist in reality is an observation of morality.
  13. All your suggestions are moral observations that don't apply in an apocalypse. I've never murdered another player and generally die from being shot in the back, so I'm a "survivor". That said, I could sum up your entire post by saying "Punish Bandits!". I don't agree...
  14. co-op is currently 100% viable regardless if you find friends to do it with or not. As one of the mods main goals is to "never judge the player", I'd have to disagree that you should ever be forced to work together. I do think that currently large clans are easily overcoming the challanges of the game just by sheer numbers. Surviving alone is this mod can be difficult. In a large group with no other large groups to compete with it seems rather easy. It'd be great if there were challanges regardless of which path you took, but you should never be forced to co-op. I want to play survival, not L4D.
  15. LastShenanigan

    Reintroducing Humanity: Thoughts

    If Humanity is a dictation of how well you play with others maybe it could be used for unique abilities. Lots of -Humanity = can stab someone in the back. Lots of +Humanity = can heal another players wounds without using a bandage. These are just examples and neither of which am I sure would be very balanced or fit with the games "hardcore" style. Having unique interactions based upon your humanity would be interesting though. You damn neutrals could even get something.
  16. LastShenanigan

    Best way to meet up with a friend?

    It would really be nice if there was some system in place for this in the future. Maybe the option to "travel" once per life to another player, giving up anything you're carrying and turning your hunger and thirst red. Of course your friend would still be required to be X distance away from the nearest other player to prevent abuse. This would discourage people who have already scavaged items or are trying to amass to attack others from overuse. I recently convinced my friend to pick up the game as well. I tend to stay North in the woods providing for myself and only sneaking out now and then. He's gotten extremely frustrated trying to meet me at halfway points. Most of the time he dies due to being so green. I keep telling him eventually he'll be experienced enough to handle the situations he runs into, but for now he just gets annoyed and repeatedly kills himself trying to spawn a little bit closer. Maybe if I manage to get a vehicle up and running someday I can pick him up. It's incredibly difficult trying to teach someone the ropes when you can't reach them. Though I do enjoy his tears.
  17. LastShenanigan

    Thoughts and Ideas

    Let me start by saying DayZ has become one of my favorite things to play and it looks more promising by the minute. I of course am 100% aware this is an Alpha. However, a few things have caught my attention and in my own opinion I feel they could be improved in the mods future. Food - Food is just far too common right now. I've never come remotely close to starving. Clearing a small town will typically provide you with 5-8 cans of something to eat. To me, it seems like too much. I hardly think anyone in game actually shoots another player for his beans. The bandit that just sniped you "for your beans" is sitting on top of a convenience store full of food. Actually killing another player because you are desperate for food would compliment the game. It may even open the doorway for slightly increased matchbox spawning, to encourage people to hunt their own food. Knives - This may already be planned but a way to almost silently kill another survivor would be great. It would also compliment the removal of auto switching to bandit skin. Rather that take pot shots at you from the trees a bandit may try to smooth you over and then stab you once you're inside a house. Simply put, the sound of taking out a knife would need to be very unique. Turning around to find the fellow you teamed up with 2 miles back is coming towards you with his knife drawn would add a great deal of tension. Do you ask him why his knife is out, or just blow his head off? The struggle could even take time and make enough noise to alert nearby players and zombies, possibly interrupting it. Airfields - I'm not terribly sure having military grade weapons, ammo and food all frequently spawning in one very cozy area "works". Groups of survivors tend to set up shop in these areas because of the lucrative spawns and lack of zombies. You could argue that the better weapons are useless because ammo for them is so rare. However, it ceases to be rare if you spend enough time on the spawns and continue to stockpile the ammo. Eventually, it won't seem so rare anymore. After amassing as much food and ammo they'd ever need they appear to simply get bored. To say the least, bored players do things they otherwise wouldn't. It feels like people are escaping the apocalypse and not so much surviving it. I don't have a possible solution, this is just my assessment. It might be as simple as making the spawned food much harder to find up north. Again, I love this mods and theses are only my thoughts on what I've seen so far. I'd like to point out that despite some of my suggestions I'm NOT a bandit. I've got zero murders on me, though I have shot at people to ward them off. I don't mind getting killed by bandits if they actually have a reason to do so. Right now there is too much "for the lulz" killing, which really breaks the immersion.
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