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00dlez

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Everything posted by 00dlez

  1. 00dlez

    Question about Alt+F4

    I don't know, but this is not a suggestion and belongs in a differnt sub-forum
  2. Tell that to CoD kiddies like DokiiPuncH here lol
  3. 00dlez

    Optional NPC follower

    The game can be made harder without this nonsequitor... Like so many other suggestions I reject it on the basis that it is so low on the priority list that it's of no use.
  4. 00dlez

    Safe zone AWESOME idea! (IMO)

    No safe zones. You should NEVER be safe and interactions should always be tense. Whats to stop snipers from camping just outside the city, waiting for a group to come out before firing on them? "Want to join me and loot NWAF?" "Sure friend!" *Half-way to NWAF* "JK I shoot now LAWLZ" *Shoots you in the dome.*
  5. Agreed. Nice to have valid suggestions out there for the Devs, but this is quite low on the priority list
  6. Neat, maybe, but no different than now, folks would just avoid the winter servers to play on summer servers or what have you. If it was some how forced (all servers have the same seasonal effect, enforced via "seasonal patches") then maybe, but I don't think it's worth the hassle. This has been brought up before. To me, it seems like horror for horror's sake and not very good horror at that. Just the way a person can play violent video games and kill other players for hours on end, it's just a game and they can go on with thier lives without any psychological effects. Just clicking the "Gut Survivor" button instead of "Gut animal" button to feed the character wouldn't make much difference to 95% of players, myself included. I am against this. 1) Trading in such an environment should be risky, no different than any other player interaction. 2) What is to stop snipers from waiting until players leave the camp to fire? Eliminating deaths in the camp won't stop the end result. Fix the first person perspective and I'll be fine with no 3rd person. Not being able to see beyond the grass tuft in front of you without either crouching or using 3rd person might be intense but it's hardly practical. There's a peek left/right button... except not while prone. A "peek up" button would be useful and make not using 3rd person more practical. This is already a part of the game. Rifles, specifically those with scopes, need to have their ranges dialed in to fire accurately beyond a few hundred meters. It's up to the player to set the range which is why it's good to have a range finder if you intend to do a lot of sniping.
  7. 00dlez

    Evacuation mode

    Lol, so much hate in this thread. I'm not really on board with the idea as stated, but wow, what a bunch of @$$ hats who responded. Rather than the player getting evacuated, I would be interested in seeing a civilian evacuation mode where the player helps evacuate others either by land (Car to an extraction point), air (heli to an extranction point), or sea (boat to the extraction point). Points get thrown up on a leader board so everyone can see how awesome you are. Arma single player already has a follow me/wait here mechanic, so that isn't an issue I don't think.
  8. My responses below. I tried to go point by point but the text box was not cooperating, so I've summarized instead. Shooting Mechanics: I'm in agreement with you on most of your points, but some of them simply go too far. Increasing the realism and skill invovled with long range shots is a good addition, but including things such as cross winds and thermals? ... No. Too far. This is a zombie survival game, not a sniper simulator. Once the point/click fast scoping FPS feel is removed, I think the point will have been made and the process does not need to be over complicated. Gun cleaning serves no in-game purpose without a special in game mechanic. If all a player must do is click the "clean gun" button and watch a 10 second animation, it contributes nothing to the game. If there is a special gun cleaning item that the player must find in order to reliably use his weapon over a long period of time, then I can see a bit more purpose, but overall I think it's a good example of how realism doesn't always translate into fun game play. The same can be said for gun sight alignment. If all a player has to do is click the "re-align sights button" it contributes nothing to gameplay. Other Issues: Long range sighting - Obviously I'm in favor of more realistic camo, sighting distances, rendering, etc... but not having a game design background its hard to comment in realistic terms. Realistic Wounds/Location Hits: I'm fine with this for the most part, but if things like broken bones are being implemented more commonly, then I would want to be able to still move in realistic fashion as well. EX: Players should be able to "hobble" on a broken leg for short bursts (possibly making the wound worse) rather being forced to prone. Backpack Damage: Eh... Maybe. I'd hate to lose my NVG because of a lucky zombie strike. Losing gear after a frag grenade or sachel is perfectly fine, but having an axe rendered useless because of a 9mm round is a step in the wrong direction. Melee: I think a lot of this has to do with the lack of melee in Arma and engine support as a result. I expect it to be much improved in the standalone, but bears pointing out anyway. I agree it should be more common and pervasive. Weapon Attachements/Ammo Types: As far as adding sights, extended mags, and other attachments being found seperately from weapons, I'm all for that. Being able to mix and match to player needs is realistic and desireable. As with my comments on shooting mechanics, however, I think ammo types would be going too far. Slugs vs. pellets is one thing, but having to do advanced calculus when reloading is detracting from the game. Again, this is not a shooting simulator and there is a point of diminishing returns for these more complex additions. Most players cannot relate to these types of changes and I would discourage their inclusion. Loot Balancing: This is something I'm in favor of, but implementation can be tricky. An organized clan with 20+ players could still hop on an emtpy server and raid high quality gear. This punishes the lone wolf style players who would have to take on much greater risk by going to populated servers to get the same competitive gear. If that's the way the developers want to take it, so be it, but I'm not sold that there isn't a better way. If everything is connected to the Hive, perhaps limiting weapon spawns based on total # of weapons in existance is better. Weapons would never have a 0% spawn rate, so they are always findable but become more and more rare. If accounts aren't logged in for 1 week, their weapon only counts for half of the total, 1 month it is no longer counted toward the total. As I elluded to above, I think the current guns and melee weapons are a result of the Arma engine's limits. Once melee weapons become more common and useable, I think that guns overall should become more rare, especially military grade weapons. Eliminating deer stand WEAPON drops (not ammo) would go a long way in this regard. Survival aspects: The addition of more survival opportunities would be a benefit to the game. However, I don't think that food should just suddenly become more common with the addition of all the new sources. I think adding a counter that decreases over time would properly reinforce these new sources, making the struggle for food a constant concern. Right now, 1 trip to a supermarket can last a character for days, food and water haven't been a concern for me since I first started playing and I'd like to see that change. Adding more opportunities to harvest food and drink but increasing their need to the character would be a good balance. Other Equipment: I think a better heading might be "Enviornment Interaction". Giving the player the opportunity to build crude traps, tools, and creatively interact with the environment would be a huge benefit to the game. Ranging from the starting player digging a small pit to store food in to advanced groups building forts and buildings with industrial tools; possibilities are nearly endless. I've mentioned something similar in other posts I've made, refering to this as making the game more "Minecraft-y". Given a certain recipie and the right raw materials, any number of things can be created by the player. Server Stuff: Home-grown is interesting and has some merit. As I play alone and don't really server hop it wouldn't affect my game play one way or the other, so I don't have a specific comment. Player limits are just fine the way they are, maybe increasing to the 60-80 range, but more than that and I think you will lose the rural/urban feel to map populations. Right now, a populated server is almost assured of having interaction around hotspots (Cherno/Elektro/Airfields) but outside of those there is still a good chance of encountering other players. 200 is insane. Hotspots are already dangerous and I don't think they would be much more popualted than they currently are. I think the additional players would be driven away and the rural areas would be overpopulated as a result. Inventory and Gear Management: I'm sure a more streamlined and user friendly inventory system is at the top of everyone's wish list, so I won't harp on all the well known flaws. Waterproof/warm clothing is a fine inclusion, but like I've pointed out with some of the other suggestions, it just seems pointless given the current game structure. I've not had an issue with body heat yet, certainly not to the point where special clothing is needed. Unless more is done with environmental effects on a character, I see no point to including items like these. Having to balance both space and wieght is a great suggestion. I couldn't carry 50 pillows due to space much in the way that I couldn't carry 8 AS50's and move very quickly due to weight. I am blanking on the name of the game, but it was another zombie mod where the more a player carried, the slower they moved, but there was a "Panic Button" which dropped everything a player was carrying and bossted their speed to greater than that of a zombie - something like that could work very well I think. Healing/Dying: Same as my comments before, the more realism the better, but so long as serious injuries have ways to work around them, even if it is a short term solution. If a broken bone really stops me from moving around at anything but a crawl, I should still be able to hobble inside a building for a last stand attempt rather than be limited to only prone crawling. This is where realism might kill enjoyability, I don't want to have to crawl from NWAF to Cherno just to get a special splint item for my broken leg from the hospital. Special care should be taken so that probability of an injury type has a similar "cure" spawn rate. On reviving fallen players, I'm okay with it, especially if there is a way to include/exclude certain injuries and overwhelming traumas. Hope these responses help you in your thinking.
  9. 00dlez

    Now HERE is a useful entrenching tool!

    I've seen this video or one similar to it some time ago, "new" might be a stretch. Also, there is an entrentching tool in the game already (not sure if it actually has a use, though. A lot of the equipment limitations are engine dependent and can/will change when the stand alone comes out. I am all for creative use of tools and environment interaction. While many of the examples in the movie might be a little far fetched to expect to be implemented in a game (grappling hook, regular use as an axe would damage the tool quite a it I imagine, etc) I would be all for it's inclusion
  10. 00dlez

    Human <100% --- Humanity --- 0%> Zed

    And the BF/CoD games are described as "the best games of the year", doesn't mean it's right... (but I do agree that DayZ is a sandbox... if it isn't, what is it?) This is why I don't like seperating hero abilities for bandit abilities. What if I want to play as a bandit with faster speed or vice versa? IF (and a big if it seems) any perks or benefits are available, either side of the spectrum should have the opportunity to attain them, not shoe horning X ability with Y playstyle.
  11. 00dlez

    More Realistic Starvation and Thirst

    I would like to see more variety in the food/water system than currently exists as well, on that much we agree. The calorie idea works, in the sense that certain foods are better or worse for you just as soda will not act like water to replenish thirst. However, applying strict realism to any game is just impossible. Realistically I can't survive on soda for my thrist needs, but realistically I can't fly a helicopter either. It's a game and is using a mechanic to simulate a struggle and provide a challenge - not attempting to exactly simulate real life. Again, I agree with some of your points to a degree, but this is so low on my laundry list of improvements/tweaks/inclusions that it is close to a non-issue.
  12. 00dlez

    Idea for ending Sniper abuse

    While I'm not opposed to the idea, I'd caution that it's a slippery slope and that your proposal does target and nerf a specific playstyle which (IMHO) can be more easily balanced through making the weapons more rare versus game play nerfs. What do I mean by slippery slope? How many people actually know how to gut an animal and trim meat? How many people actually know how to fly a helicopter? How many people can actually perform a blood tranfusion? (In the woods with no supplies other than an unrefirgerated, probably useless blood bag, no less) etc. etc. Personally, I'm okay with some basic class system or achievment yielding perks system to differenciate players, make them better at the thingsthey like to do and not so good at others, and add in penalties for dying (having to start over on the achivement tree). But I know that's pretty unpopular so I don't harp on it too much.
  13. 00dlez

    Human <100% --- Humanity --- 0%> Zed

    Stop saying this, it is quite obviously not true. If I want to play as a loner and kill everyone on sight as my survival strategy, your proposal clearly inhibits my ability to continue playing as a human. What you need to include is that everyone's humanity degrades (bandit and survivor alike) over time and a method of boosting the humanity back that players can do on their own. Zombie killing is not a good mechanic for boosting humanity. It attracts a lot of attention and incurs a lot of risk and if players are forced to upkeep their humanity, they should be able to chose when and how they go about it, not forced into an very dangerous activity. Besides this, knowing the internet the way I do, there are a ton of kids who will try to become infected intentionally under this system. To do so, they must go on wild killing sprees... Probably specficially targeting unarmed new spawns to make it fast and easy. I think I've read a few complaint threads on that subject.
  14. 00dlez

    Perks to reduce PVP

    To be fair, none of this would "happen in real life". First, we are assuming there is a zombie apocolypse... for starters. Next, half the players have probably never seen a real gun of any kind before, let alone are able to use military grade weapons and hit targets 800m away. Or be able to fly helicopters. Or even sprint for 10 minutes straight. Your point about limiting supplies is decent and one many have agreed with, myself included - however, with so many servers all spawning loot and the ability for players to go from server to server... how limited would it really be?
  15. 00dlez

    anti-wiki tactics

  16. 00dlez

    anti-wiki tactics

    You, sir, are worng. I play without wiki's and 3rd party help. I may well be at a disadvantage but it doesn't significantly impact my game play so I don't care, which was my point to the OP. Thanks for playing.
  17. 00dlez

    Perks to reduce PVP

    No. No visual ques indicating a player's playstyle. Any "illness penalty" should apply to all players, not just bandits. There is discussion to be had whether or not a high hummanity score would make it affect a character less or not... But it should affect everyone on some level. The goal is not to overtly reduce PvP, IMHO, it is to create additional factors to consider before pulling the trigger. Right now, Killing on Sight is the easiest and best way to approach all other survivors. There are no drawbacks or outside considerations other than "If I shoot first, I win, so I'll shoot". Bandits who want to be mass murderers should be able to do so without direct penalty or visual indication, but there should be long term implications to that style of play that balance it out with the risk of not shooting first.
  18. 00dlez

    anti-wiki tactics

    Most games on them have hackers on them these days, and Day Z is no expception. I better install hacks too, otherwise I'll be slightly unfair. ... Just play your own game. The wiki doesn't augment in game skill. If I use the wiki I'll get sniped in Cherno by a hill camping CoD Fanboy just the same I would if I didn't use it, unless I play smart. I won't argue that someone with a wiki map has an advantage over someone who doesn't, but it isn't going to significantly change your game experience, so don't worry about it.
  19. 00dlez

    anti-wiki tactics

    Not that I disagree with OP, but it is mostly up to the player whether or not they want to reference the wiki, loot spawn maps, etc. When I play Day Z, I don't use an outside map with loot and such labeled on it, and if I don't have a map, then thats life. I'm not distinctly opposed to having more fluid changes in the game experience, but the world is so massive that I don't think it's needed and if a player doesn't want a wiki and prefers to explore themselves, then they have that choice.
  20. 00dlez

    Non-pvp Servers

    I'm assuming that you haven't played much DayZ? The zombies are extremely easy to avoid and without the threat of other players, there is almost no point to playing. This has been suggested before and shot down by other players and even Rocket himself has said this won't happen. Welcome to the forums, though.
  21. How would grenades function.... under either of your systems
  22. Maybe the players leaving are all the globally banned hackers? Based on all of the complaints (rather than suggestions) from the community, I'm glad the trash is going back to CoD; I heard rumors that a new $60 reskin is planned for release soon!
  23. 00dlez

    Skillsets to encourage cooperation

    As the others have stated in more assholish fashion, this sort of thing has been proposed and mostly rejected, but I do like the notion. The main complaints is that this is not an RPG, use of XP etc. shouldn't be included, but I would like to see some benefit to task completion beyond simple survival. Using the terms "class" and "skillset" is what seems to set folks off the most, so maybe we try proposing something that uses terms the bandits CoD fanboys cream their pants over... achievements! These unlocks would not be restricted based solely on playstyle, and available to anyone who completes the pre-reqs and would be of general enough benefit not to promote one style heavily over another. Using your examples: Mechanic (Repair a motorized vehicle [car, bus or helicopter]) - Vehicles would take fewer parts to fix up. EMT (Bandage 5 other survivors and perform 2 blood transfusions) - Bandaging and blood fusion times reduced by 20% Outdoorsman (Gut 30 steaks from animals) - Animals provide you with 1 additional steak when gutted.
  24. Luckily, most dip$hits "bandits" are just killing to see how low they can get their humanity scores, so this wouldn't concern me so much.
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