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Found 41868 results

  1. Yawn, pathetic strawman from a lacking mind. It's not about spawning and being auto full gear, it's about having things to do during your 40 minute run towards full gear before they make the run 40 minutes long. Currently it's just a timesink running simulator where you do absolutely nothing of real value in terms of character progression from spawn to full gear. There's no heli crashes to find, no vehicles to repair, no tents, random events, nothing. It's just running towards military loot with small towns which have nothing of value along the way. Before you make people run 40 minutes towards the endgame, you should have some content of value in there between the two.
  2. I wouldn't waste too much time with many of the folk here. Mostly just pathetic fanbois that will agree with absolutely any change that is made and then hide behind "it's alpha" to pretend that makes their view of the dev approach 100% correct. Honestly, most of these idiots think it's a good thing that you have to run 40+ minutes to get to the endgame loot while there is absolutely nothing to do in the game during that 40 min run. This change was just a blatant running simulator time sink created by the devs when in reality they should be spending time creating things to do during that 40 minute run before creating it. There should be vehicles to find while I walk towards the endgame, there should be heli crashes to find, tents, random events, loot that isn't just food/water in small towns, etc. Instead all we got was 40 minutes of running with no reason to stop outside hunger/thirst.
  3. SERVER FEATURES MAX Vehicles Selfblood Bag Clear Roads Extra Barracks More Helicopters Crashes 24/7 Daylight Custom Buildings More Infected Camps Auto Refuel Salvage Vehicles Suicide Option Spawn Selection 192.31.185.211:3306 WORLD STATS PAGE http://www.infectedgoons.com
  4. Etherimp

    Should I invest my time in 1st Person Servers?

    Not everything is realistic, obviously.. But being able to see around corners/over walls is NOT something a game based on realism should support. Please realize this IS a FANTASY (zombies are not realistic) game, and there should obviously be a balance struck between realism and playability... We don't need everything to be 100% realistic, but again, wallhacking should not be an accepted aspect of the game. It encourages people to just camp on a roof laying prone, or stand behind a wall at the end of a road and wait for unwitting players to run by. Also, I am sure it would be possible for them to allow you to go 3rd person when inside vehicles, but not outside..
  5. Added Vehicle Lifting and new items to vendors today. Base Supplies: Fuel Pump, Cinderblocks and Chainsaw---Weapons: DMR, L85A2 Thermal/NVG and KSVK---Air Vehicles: AH-11 Wildcat and Merlin
  6. Etherimp

    Should I invest my time in 1st Person Servers?

    So, in a game based on realism and survival, it's totally realistic to wallhack using 3rd person perspective, right? I have used it, because it's part of the game, but I have no problem with Third Person being removed, EXCEPT in the case of driving vehicles, because TBH driving a vehicle in DayZ without third person is an exercise in futility.
  7. I fully support this. The new spawn points suck. Hopefully these guy will kill enough people that the cry babies force them to change the spawn points back. I havent respawned since the patch however guys in my group have. Without vehicles in the game these spawn points just add an unneeded grind. A running sim is not very fun to play. You want to spawn my buddy clear on the other side of the map then I better damn well have a vehicle to go pick his ass up with.
  8. Jaybopper

    The only solution for DayZ: Simulation.

    My two cents! First off love the post, definitely a lot of stuff there that are exactly what I envisioned DayZ to be about. I want to say something about skills as they have been mentioned here. I started a post recently about the books in the game and how they should be our go-to source for information about treating medical conditions. This easily extends to your ideas on vehicle maintenance. The point being that we avoid breaking immersion by getting how-to information in game rather then alt-tabbing and using Google. In relation to this the idea is floating around that each new character would need to obtain the knowledge. In other words each time you started a new character, that character would not be able to treat medical conditions or repair/pilot vehicles until they had read the necessary books. I very much want to voice my opposition to this! Since we cannot erase our own knowledge about the game, all that happens here is you have an extensive and mundane to-do list each time you start a new character. For example: 1. Take off shirt 2. Tear into rags 3. Place battery in torch 4. Find medical book and read it 5. Find vehicle repair book and read it This is just shit and boring let's be honest you'd get to the end of the list, possibly taking you a good hour if you're lucky and then get shot and have to start all over again. Dunno about you guys but I'd fuckin uninstall. Something else I'd like to see the OP address is something I have kind of brought up here and it was mentioned by Ken Bean (and possibly others I don't mean to be ignorant). The ideas here are great but without a map that's maybe ten times bigger than the current map, I feel that are not suited to an MMO. As Ken Bean said:
  9. Happy new Year! to celebrate we added an amphibious tank to the bandit and hero trader the bandits got a BTR60 and the Hero's got an AAV Both vendors also got a jet added the L39 a small jet with no bombs or rockets. Of course these vehicles are very pricey. Come celebrate surviving another year with us!
  10. Good questions! Thank you! 1) This one is maybe the most difficult of all questions asked. An idea might be that Bohemia sets up a committee, administered by someone from the Bohemia staff, consisting of unpaid volunteers. As I already stated, people should pay for their server application being processed (50-100$ ???), so the time the Bohemia staff invests is payed for. Those servers should also be a little more expensive (+50%) to pay for any trouble the Bohemia staff has to look into. This extra money should go directly to Bohemia. 2) The fact that the server may be taken away from them if the server gets reported for admin abuse (3-strike-rule?). You loose the money spent on the application, you loose the money you payed for the server in advance, you loose the right to apply for a server again. There is already a method in effect to report abusive server admins, and it seems to be running well: http://forums.dayzgame.com/index.php?/topic/158966-server-reporting/ I think this will prevent admins to abuse their rights. 3) First and foremost let me repeat that these rights should only be granted for servers who support a private hive, so no items from those servers can be brought into the public hive. Then it's up to the player which experience they want to make in DayZ Standalone. I hated those 400-vehicles-, military-gear-at-start-, high-level-gear-everywhere-servers. That's not the experience I want to make in the game. I also want players on my server to experience the "real-DayZ" (hardcore survival, finding all the loot yourself). I'd never give free stuff to players. I only need to spawn items to give them to my "event-actors". And I need them to teleport to the place they should play their role in the event. Let me say again that I am working with professional actors to play the main roles in the event. They know how to play, they follow the "dynamic-script" they don't abuse their roles. They even let themselves be killed if I decide it's good or necessary for the progress of the story. I promise you a lot of fun and excitement when you take part in my events. A lot of players who have already taken part in my events on the Elysium-server have stated, they haven't experienced something like that before in any other game. It was amazing.
  11. Isaaq

    The only solution for DayZ: Simulation.

    Didn't read it all yet because I'm on my phone, will do later. But when people talk about end game, they mean stuff to do once you're fully kitted up, which is very easy at the moment. They want features like bases and storage and vehicles for this time - the end game.
  12. law1977

    The only solution for DayZ: Simulation.

    Good post interesting ideas and suggestions nice to read a good post looking to the future of the game, here are my thoughts.. Vehicles Quality ideas like the way you have to scavenge for parts, also feel you need to have the car in a garage or at least undercover so you can work on the vehicle. Like the idea of having to clear a town of zombies and have guards on standby keeping an eye out due to the noise you make. Then you get all ya parts in a tool box and set to work fixing and maintaining your car. Construction I had an idea ages ago I belived I posted it to to have underground bunker system like the Vietcong had:- 1. Realistic in the game due to very little heavy machinery was used just back breaking toil. 2. Can grow and grow, as your party gets bigger and you get a small health bonus if you quit the game there due to being sheltered, warm etc.. 3. Cuts down on the need for things added to the map, can just be a different colour to show its fake. Then when you enter u go into an instance server away from main server. 4. Has lots of possibilities then to have pits to trap wildlife or the odd player. Picture it you are going through the fields and spot a bit of suspicious looking grass, you look closely and it says enter underground bunker. You arm your pistol with flashlight attachment and go in looking to nick peoples loot, with your trusty pistol at the read u venture into the dark, having to crawl along checking for booby traps. You reach a small room finding some of the people who made the bunker you have the drop in them and you order them to supply you with some goodies... You could have really tense encounters in these bunkers and you can add your own touches to your bunker, gun racks, ammo boxes, stored food etc..
  13. Exactly this, you can alt look around to see your character in first person, and you can see exactly what you look like in the inventory screen. Third person WILL NOT go away, the devs know there is more interest in using third person, then not. And I prefer first person, even in action shooters like BF4, it is FP ONLY(except vehicles), I prefer the experience, and am glad we get first person only servers, and have made the move to only play on them from now on. I would prefer third person to be disabled for everything except vehicles, but it won't happen. On first person servers, if they can see you, you can see them.
  14. irichey25

    The only solution for DayZ: Simulation.

    I really like the car idea, a lot. It's a good idea. Carrying an entire engine along with you did seem a bit ridiculous. For the effect of the speed and such, as long as there is an obvious way to check what is wrong, like popping the front and pressing the inventory button and checking the parts conditions. I'm all up for that. I don't want to have to learn Mechanical Engineering just to fix a virtual car. Same thing with Helicopters, as for the books. As long as I don't have to stop dead in my tracks to read a 20 page book about flying, I'm fine, but I'm not a big fan of air vehicles much. As long as they are civilian Helicopters, no giant AC-130s or no fast moving Su-27's. Just civilian helicopters. I'm iffy on the organs things, I don't want to be shot in a certain area and be fucked with no chance of surviving. Morphine is a good idea, bullets in the body is a good idea as long as it's that simple and no having to go to Med. School. I'm fine with the unconscious thing. LOVE the defib. idea. Once again don't want to have the "if you are shot you're fucked" type of thing going on. I like resistance a lot. Fine with the animal speed thing. Fine with traps, all though, would seem a bit useless until base building is added. Dangerous animals is a +++. Wouldn't mind the cold idea, as long as it's not "if you don't have a base set up SUCKS FOR YOU!", yes good idea, as long as one zombie can't destroy a giant wood wall I'm fine with that, as long as the matienence isn't to annoying to the point where it's "I'm going to go on a loot run for some food" *ten minutes later* "What the fuck happened to my base?". As long as there is some alternative I'm fine with that, I don't to in order to build a small wooden shack with a shelf or something have to have another player with me. Perhaps putting materials into cars? I think they should stick with the hole "One zombie isn't a problem, but a group is." I severely hate the idea of running fast zombies. There should be lot's of zombies. yes. Tearing down fortifications, like I said, as long as one can't take down an entire fort I'm fine with that. As long as it's just like one zombies and not six I'm fine, and as long as it's not jump scaresc type of thing. Large game world: YES
  15. MystoganXIX

    Does anyone know that combat logging -> KOS?

    I think this happens alot on nighttime servers I play on. Many of times I've heard people jacking around somewhere nearby or I've seen flashlights through the walls. Majority of the time when I get remotely close to them, theres nothing there. The flashlight shuts off and nobody to be found... I'm willing to bet that people put on headsets with the volume cranked up. If they hear any noises that could hint of another player or a zombie advancing towards them, they log out. Seriously, this is like minecraft all over again... but this time, I don't have a base to grief or chests to loot. (To reward them for being a chickenshit) I guess when tents and vehicles are implemented, at least I'll have some of their belongings to loot and destroy as punishment.
  16. autoloon

    Spawn changes need to be changed

    I hate to have to say it, but I really hate all you noobs. Please stop giving input on this game. There is no shortage of games to hold your hand. Just because DayZ mod got really popular, a bunch of people want to jump on this game and on this forum and suggest how the game should be more like Call of Duty. If you truly want these things, buy Arma 2 and get DayZ mod, and play on any one of a million servers that start you with full bags of weapons and ammo and vehicles every 20 feet.
  17. I like the thirst and hunger the way it is at the moment. It demands some of your attention early on, but the game doesn't revolve around you finding everything you can digest and shoving it down your throat. Sickness would definitely add an annoying, but challenging mechanic to this whenever it works. The real problem I see with the game's difficulty is that zombies are pathetic. All die from 1 bullet or 1 swing of an axe it seems. Also you can pretty much run forever, meaning that even if their durability and numbers are dramatically increased... I can run through a city, aggro 150 zombies and laugh as they chase me for the next 40 miles down the road. Note: I don't want the forever running issue dealt with until we have vehicles. Would be rather annoying to have to walk around the map like an elderly.
  18. wigbig

    The only solution for DayZ: Simulation.

    Good post, but to be honest I wouldn't be surprised if the developers/team have already thought of this stuff ages ago. Most of it kind of goes without saying when you want to add depth to the game, but i liked your idea on the implementation of engine parts! I also strongly agree with the idea of having common vehicles, except most being in a state of disrepair, so you would have to find a lot of parts to fix them.
  19. Zogvarn

    The only solution for DayZ: Simulation.

    All excellent ideas. The vehicle parts idea I particularly like. If something like that is but into place I could support the idea of vehicles then.
  20. Bakercompany86

    The only solution for DayZ: Simulation.

    I think my favorite of what you said is definitely the vehicle section. I really like having anything involving vehicles ultra realistic. I'm still on the fence on whether I'd like to see aircraft in the game, but I wouldn't absolutely hate it. I know all the medics out there are loving your Medical additions, especially the surgeries. I dig it too. As far as having multiple maps, I wonder if that would be difficult to do. You need a separate server for each map. I'm definitely for expanding the map over time. The more realistic and immersive this game is, the happier I am. These are the kinds of ideas I like to see, not effin' morality/karma systems and skills...
  21. Dancing.Russian.Man

    The only solution for DayZ: Simulation.

    Give this man more beans. For effort's sake if nothing else. And, OP, it's funny that you post that Take on Helicopters tutorial video. It was used by Rocket(?) as well to give us an idea on how difficult he wants to make flying a helicopter. Surely there will be a lot of detail added to vehicles (at least the more complex ones), but it's doubtfully a priority anytime soon. A weight system has definitely been talked about as well, and we'll probably hear more about it relatively soon. Personally, I can't wait. Edit; Even bigger font. We must give more.
  22. BonnyBrown

    Spawn changes need to be changed

    Play what game though? What does scouring various small towns along your ultimate route of military loot accomplish? Those towns have nothing of value outside of the hunger/thirst system. There are no tents to hunt down, there are no vehicles to fix, there are no random events, no heli crashes, etc. From the second you spawn the end game is military loot, from spawn to military loot there's nothing to do other than loot small towns for items that are irrelevant. This change needed to happen after some more stuff was implemented. That way when I walk towards the endgame loot, like everyone ultimately will at some point in this game, there is stuff to encounter and do along the way that will actually engage me instead of me just walking by yet another small town that has more beans/water that I don't need.
  23. The_Man

    The only solution for DayZ: Simulation.

    Good point. Hopefully this thread inspires people to start thinking about the expansion of DayZ that will inevitably come! I called them luxuries because I am a pessimist! haha. So no offensive! As far as vehicles go: Do you think a running train is out of the question? Not a "Cho Cho All Aboard!" train but perhaps a salvaged train that is turned into an "apocalyptic cab". It would be interesting to see people travelling along the railroad. Hell, I would even settle for a handcar.
  24. BonnyBrown

    Spawn changes

    The only places to get top gear are military spots, this current change makes arriving at one a 20-40 min process of running. There is absolutely nothing to do in this game between spawning and running to get military gear outside of the hunger/thirst system. This change needed to be delayed until there was stuff to do during this run, such as heli crashes, hunting player tents, vehicles, random events, etc. Until then, it's just a tedious game of either rushing to military loot via a 40 min run or spending hours slowly searching every place along the way to military loot during which you accomplish basically nothing because looting the average small town does nothing because they have nothing of value in them. Only to end up dead once you get there by the guy who got there hours or days ago and just camps the spawn with full gear because they got absolutely nothing else to do in this game.
  25. SalamanderAnder (DayZ)

    The only solution for DayZ: Simulation.

    Lately I've been seeing a lot of unimaginative threads. Ideas keep getting regurgitated like reintroducing the humanity system, creating indicators for murderers, sanity, the idea of "end game" (which obviously does not belong in a sandbox game), leveling, "skills," experience points. You name it. Every video game gimmick which has been employed a thousand times in the past, when DayZ truly is trying to be nothing like other games. Dean Hall himself has described DayZ as the "anti-game." Objectiveless, difficult to mind-blowing extremes, brutal, realistic, and immersive. There is only one way we are going to make people "valuable" in this game. There is only one way to keep people from getting bored to the point where murdering other players is literally the only source of satisfaction to be had. Simulation. This is going to be quite long and as you are reading, I want you to try and really imagine these mechanics working in game. Imagine a game chalked full of complexity, where your "skill" is exactly that. Your personal knowledge about the world around you. No gimmicks. Just difficulty through authenticity. - Vehicles. Vehicles in the mod were quite simple and in my opinion, too rare, and too easy to repair. Carrying an engine, a fueltank, two tires, and a 20 Liter jerry can in your inventory was no problem. Let's just examine that for a moment. A small 4 cylinder engine is going to weigh in at a minimum of 200 pounds, and of course they only get heavier from there. Fuel tank, lets say 50 pounds. At this point, your backpack straps are going to tear before you lift the damn thing off the ground. Add a couple 20 pound wheels. Now add 20 L of gasoline (1 L of gas is about 1.6 pounds) and you've got 32 pounds. All that put together is roughly 322 pounds. That's the equivalent of strapping a fully grown obese man to your back. There's simply no way this is possible, and it tells me that the vehicle repair system needs a serious overhaul. 1: Land and Sea Vehicles. Major components vs. Minor components. - Certain parts (major components) should function as "containers" for other parts (minor components). Just as you can attach a propane container to a gas stove, you should be able to attach spark plugs, fuel injectors, pistons, distributor caps, crankshafts, and belts to an engine block. Rather than replacing an entire engine, you would pop open the hood of the car, look in the "inventory" of a component, and see all these items with their respective conditions. -Batteries, alternators, and other components should be critical to a car's function. Just as in real life, you would need a battery to start a car. If the car has a dead battery, you could either replace it, or even jump the battery with another car using cables. Perhaps you could even use a defibrillator while starting a car to give it a quick jump and get the engine running. The alternator should charge the battery, and therefore if it is ruined, it won't work at all; meaning if you stop the engine, your car is not going to start again. Alternators are small and could be replaced pretty easily. On top of that, the alternator should have a belt just like in real life. You may have a perfect alternator, but if it's belt is ruined, then it's not going to work. - Wheels should require at least a wrench or a tire iron (which can be found in the trunk of most cars) to replace. Perhaps wheels and tires could be separate items, meaning that a puncture in your tire does not necessarily mean you have to replace the entire wheel. Perhaps with a hammer, or a rock, or a crowbar, you could replace a tire on the hub of a wheel. Additionally, you could repair a punctured tire with duct tape for a short time, giving you enough drive time to move the vehicle. Some minor repairs could be done by hand, others would require specific tools like a screwdriver, a wrench, ect. Repairing major components, like an engine block or a fuel tank, could be done with a welder's torch and fuel for said torch. Instead of carrying around a huge, heavy engine block, you could simply find a welder's torch and repair the engine block already inside a car. All of these components should have some effect on the function of a vehicle. For example, bad spark plugs, pistons, crankshafts, and tires, would effect the speed of your vehicle. Certain parts like the crankshaft or a tire would completely immobilize the vehicle. Batteries and starter motors obviously effect how well your vehicle starts, if it does so at all. Rather than having a magical indicator at the top of your screen telling you a vehicle's condition, you would have to diagnose the problems by inspecting the components. Salvage and Armor (confirmed) The basic idea here is that vehicles would actually be quite common, but far more difficult to repair and generally spawning with missing/damaged components. This means salvaging parts from different vehicles would be a necessity, and doing so would require tools. This way, you could take an alternator from one car, a battery from another, a few pistons from this truck, ect, and then consolidate those items into your vehicle of choice and get it running. Some parts could also spawn in garages and industrial areas of course, those having a higher chance of being Pristine or in decent condition at least. -Taking doors and armoring cars has already been talked about by Rocket, so I don't think this needs to be addressed to much. Perhaps with a welding torch you could attach armor. Doors and other outside components from vehicles could be salvaged and used with basic tools like a wrench or screwdriver. 2: Air Vehicles While flying air vehicles in the mod had a small degree of difficulty, it isn't enough. Starting a plane or a helicopter is a process that requires some knowledge, and this should be reflected in the game. Take on Helicopters has a good system which requires preflight and startup, and how convenient, it uses the RV engine. Now imagine trying to do this with no prior research or instruction. You're probably not getting off the ground. And that's how it should be. Nobody is born knowing how to fly a helicopter. In game books could provide a medium for delivering these instructions to the player without forcing them to break their play and look for a youtube video, but of course that's perfectly fine too. It's all about what the player personally knows and is good at, which is right in the vein of DayZ. Anyone can do it, but not everyone is going to take the time to learn. If it's naturally difficult, players who know how to pilot a helicopter successfully are going to have a natural "value" for their skill, which nobody can take away. No matter how many times you die, you are personally still skilled at flying a helicopter in DayZ. Air vehicles should have a similar repair system to cars, as in the engine, rotors, and other major components being "containers" for minor components. Carrying around a whole helicopter rotor is totally insane, but carrying around bearings, control rods, swash plates, and the like, is far more believable and adds a degree of difficulty to repairing a helicopter that we never had before. Similarly, helicopter engines should have their own class of components and should be rare to find, or they could be salvaged from another helicopter. Medicine, Surgery, and Physical Conditioning. Right now the combat in DayZ could be described as binary at best. Either you are: 1: Conscious. 2: Conscious with broken legs. 3: Unconscious. 4: Dead. That doesn't really leave a lot of room for improvisation. So here are my ideas. The Organ System - Create hit boxes for major organs. Each organ (similar to a car part) would have a damage state. By default, they are healthy and normal. Being shot, stabbed, or hit with a blunt object would change the state of the organs affected to hurt, punctured, or eviscerated. Obviously different organs would have different damage thresholds. For example, a punctured brain or heart would obviously kill you immediately. A punctured lung, liver, or stomach, on the other hand, would not. - A hurt organ (66%~80% health) would heal itself over a short time, assuming your player is fed and hydrated. - A punctured organ (33% - 66% health) would take a VERY long time to heal (2+ hours in game), and would cause your character constant pain and would affect your mobility. - An eviscerated organ ( <33%) would not heal on it's own and would result in unconsciousness and rapid death by internal bleeding. Internal vs. External bleeding Wounds should cause different types of bleeding. Zombie attacks, minor knife wounds, and other blunt trauma would only cause external bleeding. A punctured organ would cause minor internal bleeding, which would make you nauseous and light-headed. An eviscerated organ would cause major internal bleeding, which would make you sick, cause you to cough up lots of blood, and ultimately lead to a grim death. Realistic Morphine. Says it all. This shouldn't be a simple cure-all for broken legs. It should be a pain killer and a way to prevent unconsciousness. Broken legs should be mended through splinting, and should cause your player to limp for a period of time. Whatever happened to those limping animations, rocket? Bullets in the Body Bullets should have a chance of remaining in your body until they are removed. This could be done with forceps, a scalpel, or even a knife and some pliers. Removing bullets would not be a necessity, but leaving them in would increase the amount of time it takes your body to heal. Additional States of Consciousness I'm talking knockdowns. When a person is shot in the chest, arm, or leg, it's not typically instant unconsciousness or death. Often times they are barely conscious, in a state of shock, but still able to do certain things. Implementing more knockdown states and animations could really add to the gunplay. For example, instead of simply "going prone" when you get hit in the leg, you should also be able to sit up and drag yourself around, much like the sitting animation from Arma 3. In this state, you could back yourself into a corner and use your gun to defend yourself. You could also try to crawl to safety. As stated before, your organ status would have an effect on your health. This also applies in this state. Say you're in a house, and someone shoots you in the chest through the window. The shot knocks you down, and you drag yourself into a corner with an awful pounding in your head, wheezing as your punctured lung fills with excess fluid. You quickly apply a bandage and wait for your assailant to enter the door, at which point you unload your pistol into his neck and face, killing him. Now at this point, you might just have to sit there and wait to die. If you were hit in the heart, your death is imminent. You're coughing up blood, wheezing, waiting for death, and it doesn't happen. So you crawl upstairs and use a pair of pliers and a bayonet to dig a bullet from your side. You inject yourself with morphine to ease the pain, and slowly but surely you begin to recover. Defibrillators - Defibs should work on unconscious and dead players, as long as they haven't respawned yet, or within 15 minutes (whichever comes first). Furthermore, defibrillators should only restore a person's consciousness. They would not fix damaged organs or bleeding. Tool Based Surgery Basically, if you have the right tools, you can do different things. A scalpel or a knife will allow you to make incisions. Forceps or pliers will allow you to remove bullets. A suturing kit will allow you to attempt to repair organs. So if a person is shot in the stomach, your first measure would be to remove the bullet. Next, you want to make an incision. Then, with a suturing kit, you could actually make an attempt to repair the organ. Of course depending on the damage of said organ, you have less of a chance of succeeding. This can all be done through items you have equipped. So let's say you have a patient, dying from internal bleeding. You give him a saline bag to keep his blood pressure up. You give him morphine (or vodka; I like to think there should be multiple ways to do the same thing) to stop the pain and prevent him from going into shock. Then, you put the scalpel in your hand and choose "make incision." You put the suturing kit in your hand and choose "repair organ(s)" This plays an animation and takes some time, and obviously he is loosing blood as you do this. Based on some simple dice rolls, you will either receive a message that says "you have failed to repair (player's) (organ)." or "you have successfully repaired (player's) (organ)." Then, you can choose "close incision" with the suturing kit, which will stop the blood loss. Assuming you were successful, the player will now be able to make a full recovery. If you are not, the player will die of internal bleeding. Or you could choose to simply leave the incision open and let him bleed out. The possibilities are endless. - Contaminated tools would also impart any infections they have to your patient. They could also pick up infections from a patient who is already sick. This would make disinfecting medical items to prevent infection very important, which brings me to another point. Resistance When your player catches a particular infection and manages to overcome it, that character should become resistant to that particular illness. After catching the same sickness two or three times and surviving, you would become totally immune. If you die, you would lose this immunity. This both adds an incentive to survive an infection, and provides just a little extra motivation to keep your character alive longer. It's realistic, and it isn't a "level" or a "skill" of any kind. I mean, just imagine the kind of stories we could be telling each other on these forums. How "I found a survivor and nursed him back to health, and later he betrayed me." Or how people might actually become friends over such an event. Or "I tried to save my friend but he was too far gone and I had to put him down." That sort of thing. It would make the experience far more compelling. Crafting. (Confirmed) This is something I think we are all impatient to see in it's full glory. Rocket has talked about making improvised explosives, combining certain items, ect. We need this. Fortunately the dev team is most likely already working on their own plans so I don't feel like I need to say much here. Hunting and Gathering. (confirmed) - Animals must behave realistically. There was nothing more annoying to me than the deer in Oblivion which couldn't even outrun your player. It's silly. Deer can run in excess of 30 mph, which means stealth and patience are key. - Traps. Setting up snares to capture hare, laying down salt or corn in a field to attract a deer to your killzone, ect. - Dangerous animals. Boar are known to cause horrible lacerations with their tusks, are quite territorial, and tend to travel in packs. Also, coming across wolves or the occasional Eurasian brown bear would be awesome and terrifying. http://www.dailymail.co.uk/news/article-2361758/The-wolfs-door-Killer-beasts-roaming-Western-Europe-time-100-years.html - I saw a while back some pictures of the team Mo-capping dogs and horses. Hopefully this means dogs could be used to help the player hunt, either by catching rabbits, or by leading you to prey animals. Also dogs could alert you of danger, like wolves, bears, zombies, and even nearby humans. Construction. The title says it all. We need the ability, and the necessity, to build fortifications, camps, and barricades. While I admit that many features of Epoch are not suitable for the Standalone, I think it provides a good model of how construction can be put to use effectively in this game. - Cold should be a real part of this game. I was hoping that the breath was going to be an indicator of that mechanic, but sadly it isn't. Temperatures should drop at night in particular. Your character should shiver, as on Namalsk. Messages like "I feel cold," "I'm freezing," and "I can't feel my fingers" should be indicators of hypothermia, which will not only prevent your character from healing and make you hungry more rapidly, but will also knock you unconscious and kill you if you don't find a way to warm yourself up. Cooking food and making hot drinks like tea or coffee should also help with this. - Safes, lockable cars, and other storage devices are part of this. - All player constructions should be destructible by other players and zombies, which means you are never truly safe. - Enforcing a certain amount of maintenance for constructions would prevent players from building things that are way too massive, and would help the server to automatically clean up any unused constructions. -Building anything larger than a door barricade, or a small wall, or a tent, should require lots of heavy materials and should even require that more than one person interact with a construction simultaneously. You can't carry thousands of pounds of cinder blocks on your own in real life, nor are you going to throw up a wooden shack in minutes. Needing an extra pair of hands is one of the main themes through these ideas, as with surgery. Requiring a certain level of cooperation for certain actions will increase player interaction, whether it's good, bad, or neutral. Zombies. The ultimate threat. Zombies are probably the biggest challenge this game has to face. They simply must be a viable threat to players. They should be fast, they should be able to knock players down, grab players and slow them down, and of course their numbers have to be up to snuff. They should also be able to tear down player fortifications and move in herds. Someone else made a thread and suggested that zombies should also be able to spawn inside buildings (which are not player controlled, of course) and lie dormant on couches, beds, inside car wrecks and such. This would bring a nice sense of context to the zombie virus and would make looting much more dangerous. It would also be neat if they had a 50/50 chance of being alive when they spawn in these stationary positions, to maintain that element of surprise. A Larger Game World. I made a post about this idea a few months ago, and I think down the road it's going to be the only option to keep the game feeling alive and fresh. http://forums.dayzgame.com/index.php?/topic/149976-long-term-standalone-discussion-globalization-logistics-economy-and-more/ Basically the way it works is through a "cell" based mega map. Reaching the edge of one map would give you an in-game server browser, which would allow you to move to the next map. With this technique, the game world could be basically endless. Of course there are a few technical hurdles to accomplish with this idea, such as enabling vehicles to travel across servers and such, but I think it's a worthwhile consideration. Another key feature of this cell system is that travelling into a new cell increases the value of your character's life, as you would not be able to respawn in what I call the "frontier" cells. This would add a more survivalist aspect to the game, where having made it across many different maps would be a status players could wear with pride. Also, adding higher value loot, buildings, and more interesting areas outside the spawn map would provide an incentive for players to explore more and utilize the systems which I have proposed above. This could really tie the game together into what I would consider a "full release title." So there it is. Probably the longest post I've ever made. Any other ideas like this? I'm talking big picture stuff here. People seem to be attracted to negativity on this forum, so it's hard to get these kinds of ideas rolling throughout the community. Instead, we tend to focus on troll threads and nonsense complaints, when really, this is just the beginning of what DayZ could be. The solution to KoS mentality is not to punish killers. It's giving them something else to do, and this is it. This is the "something else" that we could be doing. Exploring. Hunting. Building. Learning to fly helicopters and repair vehicles. Removing bullets from our injured friends. Facing massive hoards of terrifying zombies. Overcoming sickness. Surviving. Happy new year everyone!
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