Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
00dlez
Members-
Content Count
125 -
Joined
-
Last visited
Everything posted by 00dlez
-
I don't think we are, as I don't think that any level of "You can't do X until you have Y items or Z humanity" isn't going to fly. No, they will try have this level of control, but people will just play on a different server. If every server devolves into this, people will just find a different game. While I agree that in some real scenario, there isn't an option to just leave, but this is a game. Call them bitches, pussys, sore losers, or whatever, but in the end you'll be left alone on your server, king of a pile of loot and no one to play with like a rich kid with no friends.
-
No. Humanity should represent a way to add a challenge that the otherwise simple life of "camp and shoot everything that moves" currently does not provide. Bandits/murderers should not be barred from in game content as a result of their chosen play style.
-
Lets have people be able to eat grass and firewood! It won't alieveate hunger but it allows real-world knowledge of players who know that humans cannot digest grass and wood to have a place in the game!
-
A: No "safe zones", this is completely contrary to the point of a survival game where you are always insome sort of peril B: What "rewards"? After a player is done walking and looting, they usually have all they gear they want or need anyway.
-
A way to help curb the amount of pointless murders by people.
00dlez replied to Bratalise's topic in DayZ Mod Suggestions
This... is actually not bad IMHO. Add another meter that ticks down over time for all players, but goes faster or slower depending on your humanity. obviously unlike hunger/thrist it won't kill you, but it could have an effect just like pain killers which would make any future killing near impossible. I will give you beans, sir. -
A way to help curb the amount of pointless murders by people.
00dlez replied to Bratalise's topic in DayZ Mod Suggestions
Eh.... -
A way to help curb the amount of pointless murders by people.
00dlez replied to Bratalise's topic in DayZ Mod Suggestions
As I've posted in other threads, I agree with you that sniping/murdering needs to have challenges added... But this is silly. "You're really good at what you are doing in the game, so your character is forced to suicide."... Seriously? What's to differentiate the AS50 noob-slayer from the counter-bandit hero who is putting foot to ass on a half dozen bandits each hour? The game can't tell the difference, but OP would argue one should be enhanced and the other diminished. -
The skin does nothing from my experience, as most folks wear gullie suits anyway. What's more, even if they don't have the bandit skin, it doesn't mean they aren't bandits. Or that someone with a bandit skin simply hasn't made a living hunting and killing Cherno newspawn snipers.
-
Banditry: The Underappreciated Service to the DayZ Community...ATM
00dlez replied to kayakinack's topic in DayZ Mod General Discussion
Can't tell if trolling or stupid... Of course sniping is dangerous if you're terrible and unoriginal at the same time, walking through the forest is probably dangerous for you as well. -
^ Hill sniper Though this specific idea is a bit... abstract... I agree with the premise that there is no drawback to banditry and there should be added challenges to that playstyle
-
Banditry: The Underappreciated Service to the DayZ Community...ATM
00dlez replied to kayakinack's topic in DayZ Mod General Discussion
You all keep calling this banditry, it isn't, it's murdering for sport. If you kill without intention to loot it's murder. I don't care about this tactic at all and agree with OP that it does add a suspense aspect from the game that I do not want removed or changed. That said, OP is a egotistic douche. What you do isn't all that difficult, you aren't gods gift to gaming, get over yourself. -
Like I said, the radio messages from Green Mountain are exactly this, it's just that, 99% of players reap the rewards without having even heard the signals or knowing anything about them.
-
The numbers on the radio are actually a puzzle like you desire... They mean something and are helpful, see if you can figure it out. Everything you described sounds much more like a single player expereince than anything else, I agree that the "point" to playing DayZ is a little ambiguous, but it has ample opportunities to make your own fun, either alone or in groups. The only realistic thing I can think of to implement would be to have NPC quest givers, sending players on scavenger hunts. "Bring me 6 bandages and I'll give you X" The problems being, can the engine support this type of AI interaction, and whats to stop bandits from just camping these locations.
-
IMHO, you should start with bandages and nothing else. Realizing that what we have now is probably the minimum, I'm okay with that also. Now to my reasoning: My first time playing DayZ was awesome. I spawned alone and had heard a friend saying that getting off the coast was important. I went from small village to small village looking for gear, but for an hour or more all I could find were tin cans and car parts. Things were getting desprate, I was thirsty and starving and still had no idea where to go. Eventually my vision was blurring and I had no choice but to make a made dash for a farm house that was open, sprinting past zombies to get inside. Soda but no food. I died by zombie maul cornered in the 1 entrance house. But it was FUN. having to make decisions under desprate circumstances is the fun behind the gun shooting, zombie killing, and player looting. Even a bandit camping NWAF has to decide whether they should shoot immediately, wait for a better shot, keep checking the tree line for back up, etc etc. Gordan Freeman didn't spawn with a weapon, neither should we.
-
A thought to reduce the shoot on sight only problem
00dlez replied to Vorg's topic in DayZ Mod Suggestions
There is no such thing as pointless player killing; its part of the game and a valid strategy for survival. If you don't want to shoot on sight, don't - I don't either - but that doesn't mean I don't keep my crosshairs dead on their ugly mug until the threat is gone. The premise that this is a problem is the real problem. If you want a zombie survival game without PvP, go play mine craft. -
"My IP was banned for cheating, but it wasn't me!"
-
If I see them and they don't see me - Live (usually) I see them and they see me and I don't personally know them - Han Solo their @$$
-
Wow, this has nothing to do with zombie survival at all
-
The game is supposed to be a zombie survival game and anyone who has played for longer than 30 minutes knows how to avoid zombies completely. If it wasn't for bandits, players could easily survive indefinately with ease. This isn't CS, Modern Warfare or Battlefield, and needs to incorporate both PVP and PVE aspects. Zombies should be difficult to the point that they are common enough and deadly enough to at least pose a threat to established players.
-
Gas powered generators? Keycards may be a bit much, especially with the time limitations to find the cache. I'm more in favor of having to hide a chace andsecure the area around it versus simply having it be locked - finding and raiding tents is a big part of the fun.
-
I love reading these ban appeals. "I wasn't hacking, I was using scripts to gain advantage!" "What about the helicopter?" "... I found it...?"
-
Here is a list of my wants, hopes, and desires for DayZ. I understand many have been iterated, but I'll not leave them off of list simply because someone else agrees. 1. Better hacker controls: Nuff said. 2. Gear/Backpack Controls: I understand the current limitations. In my mind the ideal inventory screen would have the following components... "On Person": a short list of items that you have on hand, similar to the out of bag screen that exists now. They are easy to get to and equip/unequip. Rather than going into you inventory screen to use these items, make them more hot key based. EX: If I have an epi-pen in my #1 slot, then when I press 1, I will holster my pistol, take out the epi-pen and can then click on my buddy or myself to use it. I'm fine with this taking 3-5 seconds or what have you rather than being an un-immersive insta-switch. "In pockets": These are things that are passively used, such as magazines. They do not require hotkey priority and do not require a special action to use properly. "In bag": While I think that you should not have to crouch to access the bag, I'm fine with a time consuming animation to do so - one should not be able to quickly store/retrive items not readily on their person, but doing so while prone should be allowed. I think that weight and size should be regulated as well and could be balanced to allow more versitility in your equipment, but keeping it within a realistic realm. EX: My "In pockets" space might have 10, single cell slots; useful for mags, matches, a map, but not something I'm able to tote a rifle around in. In my bag, however, If I want to carry 2 rifles and carry a third in my hand, that should be fine - certainly possible, despite the lack of space for a ton of delicious, tasty beans. 3. Harvesting and Environment interaction: Hunting was a neat addition, but I'd like to see it go further. Picking berries, harvesting firewood, "usable wood", and brush (later two I discuss more below) could all be used. 4. Construction Options: With new materials available, and all the materials already spawning in the game, there is a lot of untapped, minecraft-y fun to be had. Tents are not the only way to cache gear and with all the deer stands well marked as loot drops they can't really be used as the firing platforms that were intended. Just a few examples with near endless possibility, I've put in game materials/objects in italics: Underground Cache: You can use the entrenching tool to dig a shallow hole (say 5 inventory slots) and cover it with brush to store small items such as food, water, or sidearms. Hunting Blind: With an axe, a survivor can harvest some cut wood and brush from the forest and create a camoflaged firing position. Towers: There are various types of towers, ranging in durability and quality from simple deer stand (simple, small wooden platform in a tree), to a wooden tower (wooden watch towers that make up the deer stands as we know them in DayZ) to military grade towers built from industrial materials rather than naturally harvested material. Essentially, have a menu of buildings that have a tool/component list, and build times. Components can be added all at once or in groups/individually. It could be broken down into phases, displayed by mousing over the building (perhaps requiring a close inspection versus sweeping the cursor over it from across the field. Using the examples from above: Underground Cache: Phase 1 - Dig. Time: 20 seconds. Requires: Entrenching Tool. Phase 2 - Conceal. Time: 10 seconds. Requires: 1 x Brush. Hunting Blind: Phase 1 - Frame. Time: 30 seconds. Requires: 4 x Rope, 2 x Cut Wood. Phase 2 - Conceal. Time: 20 Seconds. Requires: 3 x Brush. Deerstand: Phase 1 - Ladder. Time: 20 seconds. Requires: 8 x Rope OR 8 x Nail. Phase 2 - Stand. Time: 20 seconds. Requires: 1 x Small Lumber, 2 x Nail, Hammer. Phase 3 - Conceal. Time 20 Seconds. Requires: 2 x Brush Military Tower: Phase 1 - Ladder. Time: 20 seconds. Requires: 4 x Scrap Metal, Welding Torch. Phase 2 - Stand. Time 60 seconds Requires: 6 x Sheet Metal, 4 x Scrap Metal, Welding Torch. Phase 3 - Conceal. Time 45 seconds. Requires: 2 x paint, Paintbrush. Certain phases may or may not be needed for use, though. One could use a military tower without it having camofalged paint on it, or the ladder going up a tree to a not-yet-built deerstand could just go up a tree with nothing at the top. 5. Server Hopping- Legit Disconnect versus alt-F4 puss-bags. When the "Abort Mission" is used or someother form of user disconnect, the character should remain frozen in place for 30 seconds. This ensures that it can only be done safely if the character themselves is safe. If you do it after aggroing every zom in Cherno or mid-firefight, your character is going to end up dead, as well they should. "But 00dlez!" you cry, "I have a terrible internet connection that drops out, what if it does so while I'm winning a fight or while in the middle of sneaking through zombie zone! I shouldn't be penalized!" And right you are! Any loss of connection will immediately despawn a character. "Whats to stop sissys from just pulling the cord to server hop, then?" Nothing that I can think of... But only allowing the player to rejoin the same server they disconnected from for 5 minutes will stop folks from jumping from server to server looking for better loot drops or ghosting behind players/out of a hostile area. 6. Character Classes- I do not want a full blown RPG, but some differentiation would be nice. Given the rate of death, I don't think it should take long to level up. By the same token, I don't think having a leveled up character should replace any significant amount of skill. A better player will be a better player regardless of level, but the perks might give you an edge in an otherwise even fight. Each class will have several ability trees to advance down, each step with a given XP cost. XP is gained by acomplishing tasks, which could be different (with some overlap) depending on the class of a character. I would suggest keeping the number of classes minimal, perhaps 5 or fewer. Here are two brief examples - The Bandit Class and The Survivor Class: Bandits gain XP mainly through PvP activities, such as scoring hits on other players, killing other players, looting other players bodies, looting military buildings, etc. Their advancable skill could include things like SLIGHTLY increased damage, SLIGHTLY increased chance of their shots breaking bones and a little extra blood. Survivors gain XP mainly through PvE activities such as harvesting supplies from the woods (see above), killing zombies, and looting residential and farm buildings. Advanvaceable skills could be things like reduced chance of zombie detection, Increased time inbetween needing food/water or improved harvesting skills (see above, more berries, x2 wood harvested, etc.) 7. Buildings/Loot spawns: Make looting more difficult. Starting with nothing on the coast sucks, but the ability to respawn and regear within an hour cheapens the life of your character. If it was a struggle to get your gear, you might think twice about camping the NWAF and fighting everyone who comes by. Along that line, make loot spawns more variable. If only a handful specific buildings in the entire game world spawn high grade military equipment, folks naturally camp them, farm them, and have little incentive to snipe/camp, raid barracks, return to snipe spot and repeat. To use the NWAF as an example, if say, the pair of hangers across the runway were to spawn the good equipment, and the barracks at the SW end the next respawn, and the northern barracks the next spawn (with the other tier drops likewise rotating) it will make prediction and camping harder and a little less reliable, but still just as valid and playable. I think that is all for now, this list may grow/be edited in the future. If you read all that, I salute you (please don't shoot me), but without comments it was just a waste of time. Let me know what you think!
-
Wouldn't you hate it if you lost al your gear and character due to a power outage or something? I understand that such occurances are rare - losing connection when you happen to be in a firefight which might take up 1% of your in game time - but are you saying that a hard handed approach is the only way to prevent abuse and if it happens, deal with it? I don't think there is anything wrong with current loot drops, but I think that breaking it up into more general areas rather than having this building being good and that building being bad make camping more diffiult and break up the game a little more. Perhaps even just hiding items a little? Maybe the NVG are inside of a locker in the barracks or the double barrel is ontop of the cabinets in the farm house...? I agree, a MMORPG isn't my intent. These benefits would be very limited and simply improve a player's ability to play a certain lifestyle. If a survivor type never wants to brave Cherno, they won't have to risk it, being more adept to surviving out in the wild (by getting more blood back from foodstuffs, for example). It's more of a system that rewards taking on a variety of activities than finding a DMR and camping NWAF for 3 days. That said, this is much more secondary on my list than some of the more glaring issues.
-
While I agree that the zombies Kalignor that the zombies, at least currently, are more of an X factor in the game rather than the main foe, I would like some motivation to kill zombies as well. The key concept is something I like. I would say that all high yeild drops spawn zombies, only 1 of which has a key. An isolated high drop barn with 5 zombies, not a big deal to take them all out and get inside. But if you want to get at the NWAF military drops or the residentials in Cherno... Be ready for the horde. Not only does this increase the value of zombie killing, but it makes a much larger specticle of high yeild raiding. After you and your mates clear the airfield and find the key, now there are other players to worry about, potentially sniping you as you dig out the key!