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logan23
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
logan23 replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
I'm against the idea of seeing objects or phantom figures because it could cause a player to shoot and Aggro Zeds ,leading to the player's death which I see as unfair and punishing. The hearing or audio sounds are less intrusive then the shaking hands from being sick. The audio sounds are just to immerse the player in the mind of paranoia that does happen, just look at the link in my post above for reference. Players should not get a benefit for high humanity because there is no benefit to having a high/ correct/healthy temp. The way I look at it that all players will end up losing humanity because that's what would happen, it's hard to keep your humanity seeing all the crazy going on. But there needs to always be ways of raising the humanity. I say yes to only audio and the player needs to have low humanity for a good period of time, 1-2 hours before feeling the effects. Once the player feels the effects they will say ok I need to find away to remove this. Just like when your sick and say ok I need antibiotics :-) -
Update to the Humanity System mechanics, DEVs Please take a look, thanks This will be building on the Humanity System which is in the game now. I believe that DayZ should be very brutal game to all game styles. From "Psychology of killing" (Reference for system) http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." I designed the system to be like the Temp system…where you first lose/ decline in humanity which leads to the in system Heartbeat but if it drops to 0 (very low) and it’s been an amount of time in this state then you would get effects just like in the Temp system you get a cough/sick-lose blood. Humanity needs to return to original starting level after each death. This will help balance variables and also not force players to play a certain style when they wish to change from a more protective shoot on site survivor to a wants to help out other survivors. Let’s say for making numbers simple, we will use a 0-10 humanity number scale. 10= Start/full humanity 0= No Humanity When a player kills another player- Player is injured and returns fire and kills other player = -1 to Humanity scale Player shoot other player and is not injured/hit during conflict = -2 to Humanity scale Player shots player from great distance (snipers) and kills player = -3 to Humanity scale (The reason for snipering players gives a net larger lost in humanity is because they have the largest choice to not shoot and let a player go since they have the least amount of risk to them.) As the player lowers their humanity, they start to hear the heart beat as it is in game now. But when your humanity =0 and it stays at 0 for let’s say 1 to 2 hours (these are place holder numbers) then like in the Temp system where you get a cold or shakes, while The Humanity system moves to a second level as well. From my Reference material- This second level of low humanity that is Humanity =0 for 1-2 hours would be: The player would then hear gun shots, Zombie/infected voices, a gun reloading, sounds that would make a player un able to tell if it’s real or not without looking around. This would happen every so often. Script could do a get sound effect XYZ and play then do a random number = seconds/mins before another set of sounds are played again. The idea is to have it random and happen after a certain amount of time so the player will not be able to know this is from the low humanity. If the player’s water/food levels are low then this also could trigger a more constant cycle of sounds in a shorter cycle of time. This would continue until you up your Humanity to 1. (I’m right now against adding tremors or tics to this system since it more heavily puts a burden on the player, rather it be subtle like the temp system.) Now with this system you need a way to bring back humanity in a way that can’t be exploited but team of players. To gain back humanity just like in the Temp System, we could make a new item that would be the antibiotics for Low Humanity. This item could be some pills or a shot of something. (It should not be the in game pain killers because you will have players with low humanity hunting newly spawn players since they have no gun and pain killers) This should be a new item. This item/pills/drug would only bump you from 0 humanity to 1. This means the condition could return if you kill again. To solve this from being always on the edge there needs to be a way to raise Humanity in general. If you can script for giving blood transfusions or bandages to increase humanity but do a check so that it only raises it if it’s a different player you bandaging or to only allow players to raise from bandage ever so many minutes. And even then it should be adding only 1 to the humanity scale. I can see humanity being raised with mechanics built around building a society and settlements. This system I’m laying out might be something that can be placed in when those side missions and building a settlement/society is ready to be implemented into DayZ. In the end with this system I laid out you could lose your humanity get the 2nd level side effects and remove them plus work your way back to original humanity level. This a rough but it's meant to show the scars of killing. This no more punishing then standing out in the rain at night, which will get you sick/cold. Both mechanics have ways to remove the conditions plus they are subtle and aimed to bring the mental state of person in this environment. Tried to place it in a more script/feature mechanics so Devs can take a look at it. Food for thought, Let me know what you think.
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
logan23 replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Update to the Humanity System mechanics, DEVs Please take a look, thanks This will be building on the Humanity System which is in the game now. I believe that DayZ should be very brutal game to all game styles. From "Psychology of killing" (Reference for system) http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." I designed the system to be like the Temp system…where you first lose/ decline in humanity which leads to the in system Heartbeat but if it drops to 0 (very low) and it’s been an amount of time in this state then you would get effects just like in the Temp system you get a cough/sick-lose blood. Humanity needs to return to original starting level after each death. This will help balance variables and also not force players to play a certain style when they wish to change from a more protective shoot on site survivor to a wants to help out other survivors. Let’s say for making numbers simple, we will use a 0-10 humanity number scale. 10= Start/full humanity 0= No Humanity When a player kills another player- Player is injured and returns fire and kills other player = -1 to Humanity scale Player shoot other player and is not injured/hit during conflict = -2 to Humanity scale Player shots player from great distance (snipers) and kills player = -3 to Humanity scale (The reason for snipering players gives a net larger lost in humanity is because they have the largest choice to not shoot and let a player go since they have the least amount of risk to them.) As the player lowers their humanity, they start to hear the heart beat as it is in game now. But when your humanity =0 and it stays at 0 for let’s say 1 to 2 hours (these are place holder numbers) then like in the Temp system where you get a cold or shakes, while The Humanity system moves to a second level as well. From my Reference material- This second level of low humanity that is Humanity =0 for 1-2 hours would be: The player would then hear gun shots, Zombie/infected voices, a gun reloading, sounds that would make a player un able to tell if it’s real or not without looking around. This would happen every so often. Script could do a get sound effect XYZ and play then do a random number = seconds/mins before another set of sounds are played again. The idea is to have it random and happen after a certain amount of time so the player will not be able to know this is from the low humanity. If the player’s water/food levels are low then this also could trigger a more constant cycle of sounds in a shorter cycle of time. This would continue until you up your Humanity to 1. (I’m right now against adding tremors or tics to this system since it more heavily puts a burden on the player, rather it be subtle like the temp system.) Now with this system you need a way to bring back humanity in a way that can’t be exploited but team of players. To gain back humanity just like in the Temp System, we could make a new item that would be the antibiotics for Low Humanity. This item could be some pills or a shot of something. (It should not be the in game pain killers because you will have players with low humanity hunting newly spawn players since they have no gun and pain killers) This should be a new item. This item/pills/drug would only bump you from 0 humanity to 1. This means the condition could return if you kill again. To solve this from being always on the edge there needs to be a way to raise Humanity in general. If you can script for giving blood transfusions or bandages to increase humanity but do a check so that it only raises it if it’s a different player you bandaging or to only allow players to raise from bandage ever so many minutes. And even then it should be adding only 1 to the humanity scale. I can see humanity being raised with mechanics built around building a society and settlements. This system I’m laying out might be something that can be placed in when those side missions and building a settlement/society is ready to be implemented into DayZ. In the end with this system I laid out you could lose your humanity get the 2nd level side effects and remove them plus work your way back to original humanity level. This a rough but it's meant to show the scars of killing. This no more punishing then standing out in the rain at night, which will get you sick/cold. Both mechanics have ways to remove the conditions plus they are subtle and aimed to bring the mental state of person in this environment. Tried to place it in a more script/feature mechanics so Devs can take a look at it. Food for thought, Let me know what you think. -
Update to the Humanity System mechanics, DEVs Please take a look, thanks
logan23 posted a topic in DayZ Mod Suggestions
This will be building on the Humanity System which is in the game now. I believe that DayZ should be very brutal game to all game styles. From "Psychology of killing" (Reference for system) http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." I designed the system to be like the Temp system…where you first lose/ decline in humanity which leads to the in system Heartbeat but if it drops to 0 (very low) and it’s been an amount of time in this state then you would get effects just like in the Temp system you get a cough/sick-lose blood. Humanity needs to return to original starting level after each death. This will help balance variables and also not force players to play a certain style when they wish to change from a more protective shoot on site survivor to a wants to help out other survivors. Let’s say for making numbers simple, we will use a 0-10 humanity number scale. 10= Start/full humanity 0= No Humanity When a player kills another player- Player is injured and returns fire and kills other player = -1 to Humanity scale Player shoot other player and is not injured/hit during conflict = -2 to Humanity scale Player shots player from great distance (snipers) and kills player = -3 to Humanity scale (The reason for snipering players gives a net larger lost in humanity is because they have the largest choice to not shoot and let a player go since they have the least amount of risk to them.) As the player lowers their humanity, they start to hear the heart beat as it is in game now. But when your humanity =0 and it stays at 0 for let’s say 1 to 2 hours (these are place holder numbers) then like in the Temp system where you get a cold or shakes, while The Humanity system moves to a second level as well. From my Reference material- This second level of low humanity that is Humanity =0 for 1-2 hours would be: The player would then hear gun shots, Zombie/infected voices, a gun reloading, sounds that would make a player un able to tell if it’s real or not without looking around. This would happen every so often. Script could do a get sound effect XYZ and play then do a random number = seconds/mins before another set of sounds are played again. The idea is to have it random and happen after a certain amount of time so the player will not be able to know this is from the low humanity. If the player’s water/food levels are low then this also could trigger a more constant cycle of sounds in a shorter cycle of time. This would continue until you up your Humanity to 1. (I’m right now against adding tremors or tics to this system since it more heavily puts a burden on the player, rather it be subtle like the temp system.) Now with this system you need a way to bring back humanity in a way that can’t be exploited but team of players. To gain back humanity just like in the Temp System, we could make a new item that would be the antibiotics for Low Humanity. This item could be some pills or a shot of something. (It should not be the in game pain killers because you will have players with low humanity hunting newly spawn players since they have no gun and pain killers) This should be a new item. This item/pills/drug would only bump you from 0 humanity to 1. This means the condition could return if you kill again. To solve this from being always on the edge there needs to be a way to raise Humanity in general. If you can script for giving blood transfusions or bandages to increase humanity but do a check so that it only raises it if it’s a different player you bandaging or to only allow players to raise from bandage ever so many minutes. And even then it should be adding only 1 to the humanity scale. I can see humanity being raised with mechanics built around building a society and settlements. This system I’m laying out might be something that can be placed in when those side missions and building a settlement/society is ready to be implemented into DayZ. In the end with this system I laid out you could lose your humanity get the 2nd level side effects and remove them plus work your way back to original humanity level. This a rough but it's meant to show the scars of killing. This no more punishing then standing out in the rain at night, which will get you sick/cold. Both mechanics have ways to remove the conditions plus they are subtle and aimed to bring the mental state of person in this environment. Tried to place it in a more script/feature mechanics so Devs can take a look at it. Food for thought, Let me know what you think. -
I'm picturing it working like the Temp system. You lose humanity = heart beat = can I trust? (humanity should be rested after each death- easier to manage variables) (they will need a mechanic that raises humanity but raising should take longer the lowering= keep players in teams from exploiting any feature like this) Once your humanity is at a low level-very low- then the next mechanic kicks in. This like the Temp(get sick) but with the humanity you start to hear things= playing on paranoid- Player will hear audio like Zeds breathing, gun fire, reloading of guns. These would not be constant but would pop up , maybe after the next kill ing or when you are low on water/food it will pop up and then go away. I don't think tremors should be in it since I rather it be subtle like the cough when your sick. Like when you get sick- you can get antibiotics to cure it so.. If this hearing things for the low humanity over a long time - would also need a method to calm the hearing of false events. This could be a new item that will remove the condition for a time. This just makes all decisions in the game have consequences like standing in the rain at night - can get you sick.
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Here something to think about From "Psychology of killing" http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." These are some things to think about when looking a a mechanic for people that do mass killing. This is about making the game realistic/brutal Players like this sniper should not be immune to their reckless killing spree. Something like this is for players who kill mass player (ex a sniper who has 80 kills- this sniper is not a Bandit)
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If there are hackers doing this stuff and doing server nukes..... I smell another Global ban coming... All their data is tracked, so they will know who they are.
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Here something to think about From "Psychology of killing" http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." These are some things to think about when looking a a mechanic for people like this sniper in the OP video. This is about making the game realistic/brutal Players like this sniper should not be immune to their reckless killing spree. Something like this is for players who kill mass player (ex the sniper had about 80 kills- this sniper is not a Bandit)
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Suggestion for cutting down on bandits
logan23 replied to Orgy (DayZ)'s topic in DayZ Mod Suggestions
I don't look at it as a bandit issue but the idea that there is no effect on being a mass murder and to me Bandits are not that. Bandits are more about self preservation and they would group up with others who are liked minds but they would also be very cautious of their fellow team unless they know them in real life,...but still We just need a mechanics that shows trauma of killing so many players. But if something is placed in for this - then there needs a way to also remove the trauma, just like you can lose a temp but you can also gain it back....but if your temp drops to low to long - you get sick but even then you can get something to cure that. The mechanic should be something that team of players can't exploit....example You kill player= humanity lowers--then you bandage a team member and gain humanity back,.. The mechanic should be something like the temp, something that's there but not punishing till you do heavy amount of killing. If they can write a code for a check on the distance from the player who kills the other player--this could mean the further you are and shoot another player- the more larger effect of this mechanic. Since sniping a player is usually more planned then bumping into another player in a room and then both of you shoot due to fear and the heat of the moment. Snipers are planning a shoot in many case against a player who they don't have to kill. -
This is the best PVP game ever created
logan23 replied to disastr's topic in DayZ Mod General Discussion
I will be smiling one day when the Devs put in a system like the sanity one where if you kill to much it will actually affect you, lol But seriously, I think the end game building a settlement and society in the game will cut down on some of the PvPing like killing new players. I do belive we will see some system that will make PvP players shed some tears. DayZ is brutal and will continue that way, as we saw Zeds getting updated- later other systems will come in and I'm sure one or two will cause PvP tears. -
To solve the issue with killing on site you could- You want players to team up but how do you do that without just making it so players team up for numbers and still leads to teams killing other players.....You could sprinkle through the game skills one can learn that would make you valuable in a team. The idea is if you have a team of players and then they come across another player, the team might need someone skilled with medicine to help with their sickness/cold. This lone player might have this skill. If they shoot him on sight then they will never get the benefits. If they talk to the player and they have a skill medicine or maybe they don't but the conversation could lead to the team of players either getting /asking for his help or just leaving him alone since there is a face/voice/text with the Character/player they see in their scope. I really believe that DayZ will need some type of skill system which can grow from exploring the land and locations. This would create a need for players to ask questions before shooting. A player who shoots on sight will then only be hurting themselves. All players start off as survivors but then they can discover book/info that will open that skill to them. Even giving a blood transfusion should up or promote the medicine skill. This makes players each more valuable. what do you think?
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
logan23 replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
To solve the issue with killing on site you could- You want players to team up but how do you do that without just making it so players team up for numbers and still leads to teams killing other players.....You could sprinkle through the game skills one can learn that would make you valuable in a team. The idea is if you have a team of players and then they come across another player, the team might need someone skilled with medicine to help with their sickness/cold. This lone player might have this skill. If they shoot him on sight then they will never get the benefits. If they talk to the player and they have a skill medicine or maybe they don't but the conversation could lead to the team of players either getting /asking for his help or just leaving him alone since there is a face/voice/text with the Character/player they see in their scope. I really believe that DayZ will need some type of skill system which can grow from exploring the land and locations. This would create a need for players to ask questions before shooting. A player who shoots on sight will then only be hurting themselves. All players start off as survivors but then they can discover book/info that will open that skill to them. Even giving a blood transfusion should up or promote the medicine skill. This makes players each more valuable. what do you think? -
Don't punish bandits; reward survivors
logan23 replied to razzmatazz's topic in DayZ Mod Suggestions
To solve the issue with killing on site you could- You want players to team up but how do you do that without just making it so players team up for numbers and still leads to teams killing other players.....You could sprinkle through the game skills one can learn that would make you valuable in a team. The idea is if you have a team of players and then they come across another player, the team might need someone skilled with medicine to help with their sickness/cold. This lone player might have this skill. If they shoot him on sight then they will never get the benefits. If they talk to the player and they have a skill medicine or maybe they don't but the conversation could lead to the team of players either getting /asking for his help or just leaving him alone since there is a face/voice/text with the Character/player they see in their scope. I really believe that DayZ will need some type of skill system which can grow from exploring the land and locations. This would create a need for players to ask questions before shooting. A player who shoots on sight will then only be hurting themselves. All players start off as survivors but then they can discover book/info that will open that skill to them. Even giving a blood transfusion should up or promote the medicine skill. This makes players each more valuable. what do you think? -
People...WTF is wrong with you?
logan23 replied to lukasforeals's topic in DayZ Mod General Discussion
Honestly we should collect the names of those who do things like this. Create basically a bounty list of mass murders. So players see their names on the server player list, they know to watch out or other players can go and hunt and kill these scum. Now there is a reason to team up- hunt mass murder players who do things that make bandits go wtf ! -
Lock all server times (to deal with day/night issues)
logan23 replied to seannybgoode's topic in DayZ Mod Suggestions
I'm against this idea. There are so many problems with this. -
this isnt a suggetion rocket, its a demand.
logan23 replied to thoxon's topic in DayZ Mod Suggestions
As long as the servers do snap shots of players doing their tagging since we want to watch out for obscene words or other language or symbols that would offend people. We all know that there are players out there will will try to do this , so there needs to be a way to track and know who did what. -
Will Fog be placed around the beach/shore region? To hide players spawning.
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I do notice it takes a long time for the hourglass to do it's thing. I can see them cutting it in half for the longest time.
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I like the dig hole but it should only allow you to store like 2 items. These like tents are server base. You can mark them on your map. I'm sure there will be a way to spot these burry locations but you would have to really look for them. Tip- best to make a note on paper in case you die and lose your map lol Nothing should be safe, there is always a chance somone could find it but the dug hole will be much harder to spot then a tent. No one's gear is safe and we shouldn't become so attached to the loot.
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How about this...A Shooting Star,... :) More likely to happen than a meteor shower
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There are positive and negatives to this reset idea. The positive with everyone starting over then less chance of care over bug issues from patch to patch but--- The con is then you don't have geared characters who could test the hatder to reach content. Plus they can test spawn locations up north and vehicle location /fixing. If patches were set where they were going to be a week or two I would say yes, on the reset characters but since the patches could cone after a few days it's more beneficial to allow players to keep them to test sections that new respawn players would not be able to test without putting several hours or take a day. Conclusion is no to reset unless the patch demands it due to old characters will end up buggy so it's just best for the player to respawn. I hope this outline will help clear up why.
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Walk like a zombie on pressing shift / play dead
logan23 replied to leo235's topic in DayZ Mod Suggestions
Lol You do know they can probably smell you -
I say let's see what the DayZ team has instore with social/team building - settlements before we try to attack bandits. There is a good chance some of this will be resolved with content like this and side tasks.
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So you want Zeds to hit you but not draw blood. The idea that it could hit you and you bleed is an extra reason to even be more careful. Zed says " I will try to nibble instead of bite.... But must get brains " lol
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Maybe instead of one bandage --You get 2 bandages :-)