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Showing results for 'Vehicles'.
Found 41868 results
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Would ingame currency have a place in DayZ?
Whyherro123 replied to Jaxis's topic in General Discussion
In most of the scenarios we have seen in the world so far where society has collapsed in some fashion, a "currency" popped up almost immediately after the collapse. It mostly takes the form of some type of good that has many applicable uses, is easy to carry, and can be made reliably in the collapse situation. It would still be a "barter" situation, but everything tended to be valued against the currency good. 1) hard alcohol has many different uses, from medical disinfectant, solvent, firearm cleaner, to fuel for stoves and vehicles with the proper engine filter. Also, you can drink it to stave off both starvation and dehydration, plus you can mix it with water to make it safe for drinking. In the American frontier, corn moonshine was used as currency after the Revolution, as the hard currency used by the Government was next to worthless. It is relatively simple to make, with materials that any long-term community would have already (corn, wheat, potatoes, any form of crops with sugar, basically). 2) Copper. It is useful in electrical wiring, plus it is common enough to be found in most houses, instead of gold. I believe that if Day Z is to accurately portray any sort of long-term survival system, there should be some sort of currency system implemented. Of course, it should be dependent on the community to choose what they want as currency. Moonshine, copper coins, batteries and bullets. Hell, I believe that DayZ should eventually at least try to emulate the rebuilding of society, or at least some sort of economy. Of course, this would entail the implementation of agriculture and light industry (both of which are estimated to spring back relatively quickly after a collapse). Go hunting, bring meat and hides into town, trade for cloth for bandages and moonshine, trade moonshine for bullets/arrows/whatever you will. Maybe the work could be done off-screen? ie, farms and factories from outside the map boundaries trade goods in return for loot scavenged from cities, ala Fallout? I like that idea, because eventually, if this was a utter-and-total-collapse-of-civilization, the modern bullets and cans of beans would eventually run out... -
I was seeking a discussion in this forum regarding the deployment of vehicles or bikes, but I did not find it I write a new discussion. Standalone Dayz has a good gameplay, but not having inside vehicles, many players prefer to remain in Arma Mod. I have heared many players who say they leave from Arma Mod only when it will be available even just a few bike to move more quickly. My question is: when will we see us even just some bikes in Dayz Standalone? Thanks
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Interview with Dean Hall in the latest PC Gamer (summerized)
mgc replied to TEST_SUBJECT_83's topic in General Discussion
""Bows, arrows, and thrown items/weapons...bows and arrows, knives and spears are all on the list – along with a physics-based throwing system that can be used inoffensively (throwing a can of beans to a friend in need) or offensively (throwing a can of beans at someone’s head)."" Fluff. ""Reduce spawn of military gear and other important items We get away from running to a particular building to find the military item. You might find one there, but nine times out of ten it won’t be. It’ll only be when they get destroyed or disappear that they respawn again.” The result will be a more mobile player population, making more use of parts of Chernarus away from the major cities and military bases."" Make loot spawn randomized. I gather they want a limited amount of high end gear so only some will get lucky? ""Limited item respawn on server; items respawn when another is destroyed "Then we’ll be able to dramatically reduce the spawn rate of important stuff – like military weapons. As some of these difficulties increase, players will start to see the benefit of grouping up.”"" They will kill to get their hands on the desired items. This is not the difficulty that needs increasing. ""More zombies, but some isolated areas of the map too “We do still want the sense that there’s no zombies in particular places, out in the wilderness,” Hall says. “It brings this sense that I’m safe, but I have to take an active risk to go in where there’s more danger. I find that quite interesting.”"" No brainer. ""Player to player contagious disease? “Say your group is getting along really great and you’re doing well and someone starts coughing,” Hall says. “What do you do? You suddenly have to face all of these issues."" Fluff ""Hunting (already known) Hunting for game is a priority feature to be added,"" Agreed. ""Night having an effect on hunting Hunting is also a way for Hall to start solving a much broader problem with the game – nighttime. “Nighttime is my favorite time in DayZ as a concept, but in terms of gameplay it’s... not so much,” he concedes. “You don’t really get much out of the game then, and that’s why – as designers – we need to fix it.”"" Unless there are going to be crucial items that can only be found while hunting at night, this will not help. ""Tameable animals Not every animal you encounter in the woods will be wild. Tamable stray dogs are something that Hall is keen to include..."" Fluff ""Horses possibly “Horses are looking a lot more likely than they were before,” he says. “Part of the problem is animating them. It’s not something we can promise, but it’s right up there in terms of things we’re looking at in the moderate term.”"" Fluff ""Vehicles next priority, Starting with bicycles Vehicles are the next priority feature, requiring the cooperation of groups of players to assemble and maintain. The vehicle you and your friends build will, in a sense, be a second character – and it’ll need just as much caring for as a human being. We’re going to start simple, with bicycles – they’re slow, and there’s not much to them – then from there we’ll head out.”"" Agreed. ""More 'appropriate* difficulty for running vehicles, including helicopters “We won’t be able to do everything, but the idea is to provide a much more DayZ-appropriate vehicle experience. For example, I would love to see helicopters – but it’s going to be so difficult to keep your helicopter running, because there’s going to be an incredible number of items attached to it that all have to be looked after. The helicopter becomes this amazing thing to see – not just something you find and get in and turn on.”"" Fluff ""Underground bases Something else he’s thinking about long-term is living space. “I want to go with underground bases because it solves the problem of space on the surface. Even though DayZ has a huge map, it’s still not big enough for what we’re talking about."" Not a fan but better than nothing. ""Player run laboratory for virus research I’d like there to be – dare I say it – in-game content where you create a lab and try to keep that running. Suddenly resource gathering becomes very difficult, and very important. Being mobile becomes critical, because your base is static. One of your goals would be researching the zombie virus and how it mutates, as well as researching and even manufacturing new viruses."" Fluff. ""Extended moddability I’ve been looking for ways to add user-created content without them having to make a mod and distribute a data file. It’d be great if we could have it so that players could make stuff and create events that happen based on the existing database.” Engineering, science, medicine, animal husbandry – these are all signs of civilization, not post apocalyptic chaos."" Fluff. ""Player customization There’s things we’ll do to support that [Gangs/Groups], like tattoos and being able to write markings on your weapon. "" Fluff. More core, less fluff pls. -
Interview with Dean Hall in the latest PC Gamer (summerized)
TEST_SUBJECT_83 posted a topic in General Discussion
Well since my post got taken down because it was taken from PC Gamer I thought I would make a post to summarize what is in the article, and since someone on Reddit already beat me to it, I will just pass this along. Credit to PyroDragn on Reddit Picked out some of the most pertinent points for people looking for NEW features. Quotes are from the text, attempted to maintain as much context as I can without too much copy/pasting: Bows, arrows, and thrown items/weapons ...bows and arrows, knives and spears are all on the list – along with a physics-based throwing system that can be used inoffensively (throwing a can of beans to a friend in need) or offensively (throwing a can of beans at someone’s head). Reduce spawn of military gear and other important items We get away from running to a particular building to find the military item. You might find one there, but nine times out of ten it won’t be. It’ll only be when they get destroyed or disappear that they respawn again.” The result will be a more mobile player population, making more use of parts of Chernarus away from the major cities and military bases. Limited item respawn on server; items respawn when another is destroyed "Then we’ll be able to dramatically reduce the spawn rate of important stuff – like military weapons. As some of these difficulties increase, players will start to see the benefit of grouping up.” More zombies, but some isolated areas of the map too “We do still want the sense that there’s no zombies in particular places, out in the wilderness,” Hall says. “It brings this sense that I’m safe, but I have to take an active risk to go in where there’s more danger. I find that quite interesting.” Player to player contagious disease? “Say your group is getting along really great and you’re doing well and someone starts coughing,” Hall says. “What do you do? You suddenly have to face all of these issues. Hunting (already known) Hunting for game is a priority feature to be added, Night having an effect on hunting Hunting is also a way for Hall to start solving a much broader problem with the game – nighttime. “Nighttime is my favorite time in DayZ as a concept, but in terms of gameplay it’s... not so much,” he concedes. “You don’t really get much out of the game then, and that’s why – as designers – we need to fix it.” Tameable animals Not every animal you encounter in the woods will be wild. Tamable stray dogs are something that Hall is keen to include... Horses possibly “Horses are looking a lot more likely than they were before,” he says. “Part of the problem is animating them. It’s not something we can promise, but it’s right up there in terms of things we’re looking at in the moderate term.” Vehicles next priority, Starting with bicycles Vehicles are the next priority feature, requiring the cooperation of groups of players to assemble and maintain. The vehicle you and your friends build will, in a sense, be a second character – and it’ll need just as much caring for as a human being. We’re going to start simple, with bicycles – they’re slow, and there’s not much to them – then from there we’ll head out.” More 'appropriate* difficulty for running vehicles, including helicopters “We won’t be able to do everything, but the idea is to provide a much more DayZ-appropriate vehicle experience. For example, I would love to see helicopters – but it’s going to be so difficult to keep your helicopter running, because there’s going to be an incredible number of items attached to it that all have to be looked after. The helicopter becomes this amazing thing to see – not just something you find and get in and turn on.” Underground bases Something else he’s thinking about long-term is living space. “I want to go with underground bases because it solves the problem of space on the surface. Even though DayZ has a huge map, it’s still not big enough for what we’re talking about. Player run laboratory for virus research I’d like there to be – dare I say it – in-game content where you create a lab and try to keep that running. Suddenly resource gathering becomes very difficult, and very important. Being mobile becomes critical, because your base is static. One of your goals would be researching the zombie virus and how it mutates, as well as researching and even manufacturing new viruses. Extended moddability I’ve been looking for ways to add user-created content without them having to make a mod and distribute a data file. It’d be great if we could have it so that players could make stuff and create events that happen based on the existing database.” Engineering, science, medicine, animal husbandry – these are all signs of civilization, not post apocalyptic chaos. Player customization There’s things we’ll do to support that [Gangs/Groups], like tattoos and being able to write markings on your weapon.- 26 replies
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Did you really put in heart attacks?
DarkwaveDomina replied to DayzForumer's topic in General Discussion
What makes you think the guys working on the medical system are the same guys working on the vehicles, weapons, and zombies? -
Motorized vehicles are a long way off. The first introduction will be non motorized vehicles such as bicycles and god knows what else.
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Ah thats pretty cool that he replied. I would like to see some kind of vehicles in the game soon, but really haven't minded running. It forces the player to plan their journey instead of (like in the mod) just looking for a car to get somewhere fast. I'd like to see the vehicles spawn rate toned down a lot too. So motorized vehicles become a super rare commodity causing power shifts and tactical assaults etc.
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In a way I agree, defo about keeping the stable branch....well....stable lol. But those complex features are a must have, and I do think its best to get them in early with the most time to iron out bugs and make them work flawlessly as you say. I know the original idea for Dayz mod was a pure survival game, zombies were only added to make it more "mainstream" and probably to be a constant threat to the player. With tat in mind im not surprised R is going for some really in depth systems. I like to play for survival, not just to shoot people. But as in the mod, its just too easy atm. With any luck these systems will move survival to the forefront of the game, instead of pvp and stuff. If your bored of the SA....and I can understand why atm lol. The mod is always still out there, and that's got vehicles and basebuilding. Now when I swapped back over il admit....it felt old at first. But if you can stick it out, get geared....then that's where the mod still wins over SA. Now your geared and have options for things to do. Should I fix a car...or look for a tent....find a heli....go look for other peoples camps. All of that will come to SA in time but for now I agree with you, once your geared, its painfully boring and "running simulator" is the best description :)
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I asked Hicks a few questions on his live stream with Senchi yesterday, one of which was about the content up north. He actually answered a few of the ones I posed, which was cool. Apparently Senchi is the creating the content for the map, and is, and will be, working on the areas up north over the next year. Hicks said he'll go over to him and try to persuade him to commit some of the changes every once in a while to get some of the stuff added, so it appears that the northern areas of the map will be coming in slowly over time as the patches are released. I also asked about bicycles before vehicles, since vehicles are a long way off. He said that he might imagine that bikes would be in first before mechanized vehicles, but not to quote him, which I just did anyway. Specifically he mentioned mountain bikes.
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"Realism" and a fine line between fun and it being too much.
dgeesio replied to Nibashe's topic in General Discussion
tbh at the moment alot of people who arnt playing are just waiting for vehicles or base building in some form to be added. i like some of the realism touches in game but some shit does leave me scratching my head sometimes :) overall the game should be fun first reality second ;) you cant make a video game real ! getting the balance right is always tricky :D -
While I agree in principle, keep in mind that not everyone has one. I would like to see all HUD information including hotkey bindings restricted to the inventory. Let such things as bleeding be visible in first/third person by looking at yourself, and such things as thirst, hunger and sickness be primarily detectable by visual and audio cues. Your character's stomach starts growling when he gets hungry. He starts stumbling and fainting when he starts to starve, unless he's in danger and adrenaline has kicked in. The character starts swallowing more and breathing hoarsely when thirsty. When sick, he starts coughing and his nose runs - symptoms get progressively worse the longer he's sick. These things would all show up in the inventory screen as well, but would be possible to see/hear without needing to resort to it if you don't want to break immersion. I risk someone turning this thread into a train wreck in even touching on perspective-related issues, but I think that this should apply to vehicles as well - as a result, you're not going to spend all your time in third person while driving/flying/sailing, as you'll have to monitor vehicle speed, fuel, and possibly heat and revs from within the vehicle. A vehicle might have a damaged fuel tank, which would lead to fuel leaking; you wouldn't know unless you're looking at the gauge regularly. A fucked engine might result in oil leaking (resulting in higher engine temperature?) or weak revs/speed. Bad wheels would cause the car to tilt - not so much as to be easily noticeable outside the car, but enough that you're going to get tired of looking at the world through a windshield that makes everything look like a crooked painting after a while. Plenty of possibilities. I'm sure Rocket and co are creative and inventive enough to make use of this sort of incentive.
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I believe vehicles have been mentioned a few times as something that's a way off - too much essential stuff to implement before vehicles and such are given serious thought. Give it time, and if you really can't stand playing without vehicles, just flip back to the mod for a while and give the standalone time to catch up to the standard you want it to be at.
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Do you suppose it will need gas to run? Speaking of which, vehicles will be a very welcome addition.
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anyone know if there is a video of last nights Q&A session available
LaughingJack (DayZ) replied to aBBbullet's topic in General Discussion
Haven't found a record of it. Hopefully it will be up soon here: http://www.twitch.tv/hicks_206/profile/pastBroadcasts or maybe even here http://www.twitch.tv/dayz/profile Edit: I pasted this from reddit so don't get me for false informations, but these were (according to the posters there) the essential things mentioned in the stream: ambient sounds are being worked onevery building should spawn stuffthere is no "right" way to play Dayzsuppressors, depends on work organization about some key devsenvironmental effects should be done right, so patience hereloot from zombies: is alreay a dev taskWET, SOAKED state on experimental have no meaning yet (regarding sickness)hardcore ideas: no reticule, more damage to bullets, more damage done by zombies....many things might be happenhacking: permanent being worked on, also with battleyeviewing around corners in 3rd person mode: permanent discussion topicclan/community support: private hives(shards), form community around features/feature setsphysics system: almost made into exp branch, was being worked on today, for throwing items1st person lift over walls: teams has to see if this unbalances thingsalmost 40 people (to whatever question that was the answer. Maybe teamsize?)damage slots on containers: is not Hicks_206's departmentbalancing: will happen all the timecampfire: not in yetmodding: we available (e.g. Taviana), not earlier than beta/releasewish of hicks: persistent storagenaturally suppressed pistol will be in game, is being worked on"suppressors will suppress soon." config needs to be donelittle story: throwing poop was in very very early game (because of the 3d poop model i guess)dev process: features with some content -> bug fixes -> more content per feature -> bug fixesmaybe regular(weekly) streams on http://www.twitch.tv/dayz with changing team members10/22 needs some bug fixes, almost doneIEDs: some ideas are being worked on(?)lights and walls: bugs in arma engine, nights will have more lights to the player availableDean is working on vehicles, maintance might be neededdynamic events like helicopter crashes needed to be done right. It was a useful addition to the mod. Indeed added sniper cycling on mod, but there were also guys watching the crash sitefishing: maybe Dean is working on itthrowing knives and axes: "Would be very interesing!"new spawn points near Svetlo, Berezino, Kamyshovo - also better loot spawn near these spawn points (med kits, etc). Already on experimental."Swords would be bitches!"bows will be theresteam controller: not being worked on, but close relationship with steamtarget style: not realistic, but authentic. good feeling of being in another worldboonie hats should be in next updateSenchi (map designer) has a work roadmap for a year. For locations in the north.snow: needs to be figured out the right waytimeout system for login/logout is work in progressNVGs: might need spawn limitation for whole hive. No clear idea for thissnap someone neck: Don't tell Dean about this.Players create better experiences than devs. Give players the right tools. Narrative elements (should) come from the players. I just marked the most discussed and (for me) really important information... -
Op, I think I see what you are going for, but more importantly, WHY. See, you, me, and all the others out there that KOS for ANY reason, do so because its part of the game, and because it is fun. But what many KOSers don't see, is that there IS a problem with KOSing, but it has nothing to do with the KOSers. The problem is....ALPHA. Right now, there isn't much in the way of content in the game. Our options for interaction and cooperation are quite limited. So our options are to cooperate (heal, feed, trade, team up, etc.), and to fuck with (handcuff, rob, poison, etc.) one another, and even THOSE have a limited amount of choices. How many different ways can you spray bleach in someone's mouth? How long will it take to find blood test kits, test one another's blood, and just HAPPEN to have compatible blood for transfusions? How many different ways are there to share food with a bambi. Sure, we could team up, but for what? So we can gear up with the safety of numbers. THEN what? Run around in the woods and do nothing? I can achieve the same state ALONE. I don't need to team up to get to that point. Not only are they limited, but the options themselves aren't fully fleshed out yet. And it doesn't take long to exhaust them all. And of course, the third option is to kill. Whatever the reason: boredom, preemptively (possible threat), reactively (defense), etc. And many of us players do so, because there isn't much else to do, and frankly, its the most entertaining part of the game atm. Without it, the other options would quickly become not only boring, but POINTLESS. The constant threat posed by other players is the only REAL threat in game atm, and is what makes the game more interesting for all. But the problem is that with these limitations, MANY players are resorting to killing one another, and the game HAS devolved into a bit of a PVP mosh pit at this point. So much so, that its safe to assume that every armed player WILL kill you if you don't kill them first. Hell, even unarmed bambis are a threat. I was once in elektro, fully armed, not looking for a fight, but got attacked by three bambis with nothing but their fists! It IS getting a little ridiculous at this point. But the solution isn't to implement any kind of mechanic that discourages KOS. We already have the threat of damaging otherwise valuable gear if we aren't careful in how we do it. The solution is simply TIME. As more features are implemented, there will be more to do, more options, and more REASONS why we should cooperate, beyond the simple safety of numbers. I look forward to the day when I will not just want, but REQUIRE assistance from another player for more than just getting a saline or blood transfusion (again, something I don't NEED another player for: I can just eat and drink my way to health). Repairing vehicles, gathering materials to build a base, defending it from other players, etc. But one thing to remember: The threat of another player killing you, for any reason or none at all, will ALWAYS exist.
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Did you really put in heart attacks?
TEST_SUBJECT_83 replied to DayzForumer's topic in General Discussion
I agree, but I'm pretty sure the reason they are putting this in now is because it's easy, or at least a lot easier than vehicles or the other major updates we so desperately need. But seriously....give us some bikes, then let us have a heart attack. It's all testing to see how things go and work. Who knows they may scrap it all together. But we honestly don't know how it will work out in the end. As for a stamina system, that is already confirmed. Stamina will be a thing...how soon will we get it? That's a different story, but until more pieces get implemented the puzzle we have now wont always make sense until more pieces are added to make a more complete picture. Dean and the devs can see the whole picture...or at least most of it...we can't, so it may not make sense to us why and when some things get added. -
Why putting heart attacks in game makes no sense
s32ialx replied to Rick1633's topic in General Discussion
I don't like the idea either if in fact it means I can no longer take shots and survive or run the map to get from one side to the other... I mean (ok I get it you want to test it first) but if they had vehicles the map run wouldn't be an issue find a gas can and a car put gas in car repair if needed and drive but that's not an option and it takes what about 40 minutes of running to get from one side to the other... now I might die because of it and then end up on the shore with no way to run back to my corpse because i will die of a heart attack trying to get back to it... -
Server population - do you gravitate to large or small?
Timecharge replied to Death By Crowbar's topic in General Discussion
full, yet i still don't find that many players besides new spawns due to the lack of vehicles and only 40 man servers -
I personally don't mind the implication of this further down the line. That's fine with me. I just don't get why they put this in the game NOW, when there are no vehicles, and no accessible way to traverse the map efficiently. and keep in mind, the quicker people get to and from places at this point in time, the more they experience, and the more feedback they are able to give. So why limit the traveling capabilities of your testers this early in the development stage?
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Update Rev. 0.36.115535 (Experimental branch)
forceofthegrim replied to Hicks_206 (DayZ)'s topic in News & Announcements
Looks good so far, though I'm still waiting for vehicles (I miss my trusty GAZ :( ). I guess I'll go looking for that road map thread I keep seeing people talk about... Anyways, heart attacks sound cool, if they get implemented in the right way. I don't want to suffer a heart attack form running, because as people have previously mentioned, it wouldn't really make any sense. the "Eat All" function is nice too, although I do agree with some people above me that the animation should be extended if you choose to "Eat All". Also liking the new buildings, although I don't think I've ever been to Olsha or Khelm before. Will have to check them out. One more thing: One of the additions mentioned was a new Orthodox chapel. Does this mean a single chapel has been placed on the map? If so, does anyone know where it is? Or does it just mean that all chapels are now enterable (I couldn't seem to get into the one in Pustoshka)? -
How hello's should be in SA, in my opinion: Random spawn locations, not always in the same place. Always broken when found, should take an amount of effort and work to get one fixed. More realistic controls, maybe Normal difficult from Take on Helicopters. Gotta remember its not a helicopter simulator either, but should be hard enough to fly if you don't know what you're doing. Refueling should take long (like the mod), but not going to mention much about that since who knows how refueling will be in SA. Repairing them would depend a lot on how vehicle parts will be implemented in the game, but specific parts like the Rotor and maybe more should be added. Also carrying big parts like engine, rotos etc. should require you to carry in a vehicle, or maybe not so realistic, but better than the mod. To carry only in your hands and can't sprint with them. Having a bunch of engines in your pockets seem a bit unfair. This would be the "Require teamwork" aspect of having choppers, but if you want to do it alone, you still can, in a harder scale. Fuel should be at airfields like some people mention, but also possible to transport fuel somehow. No point in having a chopper broken down somewhere and no way of getting fuel to it. Amount per server, maybe 2-3, it would be very hard to see all 3 flying around at the same time. Only civilian type helicopters. Like the Little Bird or other small ones you can find in Take on Helicopters. However not too big like Mi17 and none should have any weapons on it. As a hardcore (server) helicopter pilot from DayZ mod I can say that choppers can be a disadvantage for some players, but the work there is behind acquiring one and maintaining it, should balance the advantage of having it. Many people don't even bother with them because they are a lot of work to keep. And by this is finding it, getting it repaired and taking off (if you still haven't got ambushed). Then refueling it when you are low is a task, and keeping it for the next day is a whole other story, this is in the mod. Standalone will also support much more people on the servers. Being a Chopper "hoarder" (as some call me) I have even owned all 5 choppers of the server at one point. But using and hiding just one of them for over 2 days is already worth it. Most people will not go through all the work of obtaining a chopper to keep it only for 2 days. Unless you steal it, which normally ends up blowing up, because they don't know how to fly or don't care and just "YOLO" it. But for Standalone, if you don't like choppers, you shouldn't feel the need of getting one because of the effort. And having them downgrade from guns and skill to fly should not affect the advantage of you having one or not. And the people who do try to get them often, remember they will probably get ambushed at some point, they can only use it as a transport and it has no guns to shoot you. I'm sure there are many things that I am missing or ideas, but having choppers in the game discussion should be similar to having land vehicles in the game. And having acquired a helicopter should also pay for your hard work of getting it running, just like a car would in its own way. They should not affect how you play. Let me know what you think and/or what you would change. Thanks!
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Experience gained skills to combat things like fatigue/heart attack
Chawktah posted a topic in General Discussion
With this whole implementation of Heart Attacks and sickness from weather conditions, why not introduce some sort of skill tree. You see it in all sorts of games, including infestation :) Make it so when your character dies, you lose all gained XP and must start fresh. Gain experience from specific activities that go towards spendable points in certain branches, like mechanical branch, medical, survival, fighter, ect. For Example: Healing survivors using bandages / saline iv / epinephrine / morphine / defib -gain points to be used in a medical branch to reduce time it takes to perform medical actions, reduce the % of a bandage used, increase healing effectiveness of saline iv / blood bags, increased immunity against illness or heart attack, ect Killing zombies / other survivors -gain points to be used in fighting / survival branch to increase melee damage, reduce weapon sway, increase base health, increase hold breath time, reduce recoil, the ability to canabalize, ect Building structures / repairing vehicles -gain points to be used in mechanical branch to reduce time it takes to perform tasks, increase fuel efficiency, increase speed offroad, allow for additional armaments to be added to vehicle/building. ------- They just need to give survivors more incentive to actually SURVIVE.. Plus it would give friendly survivors more reason to help out other players. Stupid idea? Too much like other games? Brilliant? -
Books that give you abilities, skills, and animations while in inventory
mithrawndo replied to THE_T_V1RUS's topic in Suggestions
This. Books should exist as reference manuals to be used in repairing weapons, vehicles and anything else that requires technical knowledge. In this way they would really just be an ingredient, albeit a reusable one. I'd also like to see them exist and able to be read. This game is about patience, and a lot of the books in the game are public domain: I'd love to be sneaked up on and kidnapped whilst sitting on the beach reading a book! -
A general discussion on What order would you want things added in, or things you would like to see.
brokenhope33 posted a topic in General Discussion
A general discussion on What order would you want things added in, or things you would like to see. cars? animals? (Deer, bears, wolves, wild cats, fish etc) zombies not clipping though wall? not falling up the stiars or through the stairs? lights not going through buildings at night? more buildings? more citys? tempature? differant weather(snow hurricanes)? flying vehicles? boats? more guns? gun acessorys? night vision? differant ammo? chemical weapons?(tear gas, mustard grenade, smoke grenade) rotton bodys on the ground(more realistic)? buildables?build a base, cover, fencing, trenches, barricades differant outfits (gili suits)? destructable envorments? caves? traps(, trip wire, motion detector, holes with spikes with brush, etc) the ability to take a pee or poop(and not a infinity bladder) items reset without reseting the server? more zombies, faster zombies, differant kind of zombies? NPC -
So I came across the radio tower expecting snipers and and a ton of people and there was nobody there I thought to myself Man, this would be awesome if I could broadcast across Chernarus from this radio tower to anybody that had a walkie talkie! So Why can't we!?? It conjures up images of Three Dog from Fallout 3 broadcasting across the Capital Wasteland That would give this place a tactical advantage and meaning in the game. If a group could control the radio tower and then be able to use it like a giant walkie talkie to coordinate their groups on the ground and in vehicles and Heli's later I know it's alpha but this needs to be in the game. I also think power stations should be able to supply light at night making them tactical targets too. It would give the world meaning and also give people some reason to wander to certain spots instead of the military bases and airfields Also it would GET PEOPLE AWAY from the COAST seriously folks the map is huge get out of the cities