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Nie mogę uciec The previous server switching system was abused, which is why we now have server teleportation, to prevent ghosting. However, server teleportation is also vulnerable to abuse in other ways and it goes to the heart of the survival experience. I must point out that server teleportation with transfer of user character progress data is abused, prone to abuse and not just between different maps. "Nie mogę uciec" reference is just one example of incongruity on DayZ's part as users can free themselves from time and space constraints by switching servers, thus removing the issues and challenges of logical step requirements. Furthermore, it is being misused for challenges, disrupting the CLE in the process. This is as unstable, sloppy and skippy as it gets for a survival content that is described and marketed as gritty, authentic and unforgiving.
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Hi there! This is a new list of QoL (Quality of life) suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below. The intention is always to come up with achievable ideas within the general framework of the game. What does this mean? It means that you will not find crazy new features that would imply a lot of development time, or requests that may break the original concept of the game. Although the complexity and feasibility of any of them can only be determinate by the dev team, I invite everyone to keep this same QoL focus in future suggestions because I’m 100% positive that those are the kind of ideas that could eventually make it into the game at this stage. Do you have to read everything? No, the titles are intended to be self-explanatory of the core idea, but be sure to check the brief explanation under the images to understand the context before commenting about them. Having said that, I hope you find this an interesting read! OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ HERE ARE MY +50 QOL SUGGESTIONS 1) Interactive actions menu | Disable them while running The game shows the contextual menu allowing us to “perform” certain actions while we are full sprinting, leading to unwanted situations. One of the most common examples of this is when we try to make a strong/running melee attack with a shovel or farming hoe and instead we end up getting the garden plot blueprint in the middle of a fight. Since most of the actions require an animation and that our character remains relatively still, the smarter thing would be to prevent these options to even showing up on our screen while we are full sprinting, avoiding this kind of scenarios. This would also have a visual positive impact since, as I think we all have the experience at some point, while running through a forest or hiding behind a bush you usually get the interactive pup-ups with bushes and trees right up to your face when it is clearly not our intention nor is it something we could do while running. Suggestion: Disable the contextual menu when we are full sprinting, cleaning the screen and avoiding any unwanted action to perform by mistake. Limit those for jogging or walking. 2) Burlap sack cover | Visibility according to its condition This is simple and cosmetic idea, but it could add to the gameplay experience. Depending on the condition of the burlap sack cover its the visibility it offers. Then, if it’s a damaged burlap sack cover, it will allow you to see through it with a soft overlay. Players can use this attrition for their own benefit, either by using it for their captives or on themselves, providing with more depth to this item than just having a complete black screen. Suggestion: The overlay of the burlap sack cover should not be completely black but should offer a level of transparency commensurate with the wear of the item. 3) Quick access limitation | Items inside containers Right now, you can assign a hotkey to any item, even if its inside a container (such as a bandage inside a protector case or any other items you want to preserve), and bring it out anytime you want. This is not only unrealistic but also allows you to abuse the system a little bit. The idea is that the items inside containers should not be visible (or accessible) through the hotkey bar forcing players to have to take them out manually or carry them outside the container. Suggestion: When an item is inside a container (protector case, cooking pot, ammunition box…), you can´t pull out that item by assigning a hotkey. 4) Weapon collision | Guns should retract I am a big critic of the weapon collision feature in DayZ. Not because of the concept itself since its somehow realistic and prevents some of the old clipping issues and shooting through walls that we had in the past. But because of the unpolished and very basic way it was added. Its current implementation is just a clunky animation and one of the worst allies of a smooth PVP experience. Having said that, I'm not proposing to get rid of it at all (although I welcome the servers that do so until there is a better implementation) but to improve it in a way BI has already shown that it can be done. Currently, when our weapon collides with a structure, the same animation is played where we raise the weapon upwards. There are no transitions, no retraction and no intermediate animations. When we peak a corner, we can raise and lower the weapon about 6 times per second simply by a millimeter of collision (Example). Trying to shoot prone on a surface that is not perfectly flat could lead into a disaster due the weapon collision (Example). On the other hand, if we see how the weapon collision has been applied in the company's games such as VIGOR, we will surely see an alternative perfectly applicable to DayZ. In the case of VIGOR, the weapon does not rise towards our head automatically when there is a collision (Example). On the contrary, it retracts (towards our waist) progressively, modifying the target of the gun from the center of the screen but preserving the aiming instance. This system is definitely the one that should be imported to DayZ, replacing the current crude and basic animation. 5) Military flashlight | Vintage L-shape attachable flashlight The standard flashlights are quite useless right now not only because of the vulnerability of not being able to use them as a passive illumination device (you must hold it in your hands) but also because of the massive superiority of headtorches and how common they are. The idea is to add a military L-shape flashlights (like a Fulton MX-99 for example), that can also be attached to our vest/backpack, same place than the Chemlight (aiming at the front). Suggestion: Add an L-shaped military flashlight that can be attached to the Chemlight slot on backpacks and vests. Credit to LAD for its implementation as a mod. 6) Watchtower | Turning a wall into a gate or alternative Another thing I’m not a big fan of is basebuilding, but since it's in the game I think it's better to make the best of it. There are a variety of changes to be proposed in the basebuilding system but the possibility of being able to turn one of the (3) watchtowers walls into a gate is something that every vanilla player wanted at some point and would be quite functional. This can also be achieved with a less restriction/limitation for building next the unwalled side of the watchtower, so you can build a nearby fence there and then turn it into a gate. (In servers where the building restriction is enabled, of course). Suggestion: Allow to turn one of the three walls of the watchtower (only for the bottom floor of course) into a gate. 7) Radios | Voice sound effect Whether you are talking to someone on the radio, in an open field or inside a massive underground bunker, our voice sounds exactly the same. There is no reverberation or significant distinction that allows us to identify the source of the voice. I think many of us have heard people speaking through an open radio and thought it was someone from our team until you realize that a radio was on. Taking Arma 2, Arma III and Reforged as a good reference, where this has been implemented in excellent ways, the suggestion is to add a sound filter (complementary to the white noise) that actually emulates how a voice would sound through a radio, clearly distinguish it from the regular VOIP player to player. I am not aiming at some kind of "militarization" of communications, but at an immersive and clear distinction between regular voice and voice over communication devices. Suggestion: Add a radio chatter sound effect to voices over the radio so they do not sound exactly the same as if we were speaking next to a player. 8 ) Inventory management | Slot highlight and combination clues I did enjoy my extremely hard and punishing learning curve back in the dayz when we had ¼ of the crafting recipes, ¼ of the diseases, features and tools that we have now. But I even when I think the game should be as challenging as possible, I definitely disagree when it became counter-intuitive for new. In many ways, the inventory management it still is, that is why I consider that these two changes/additions could be really useful in that regard: 1) Slot highlight: By dragging a piece of clothing (like a mask, a helmet, a vest, a backpack, a belt and such) from the vicinity/other players inventory to ours, the game should highlight the slot where it can be placed or the item that is currently in that slot. 2) Combination clues: We know that the orange edges on an item are the ones that indicates that we can combine it with another. However, we only see it when we drag that item to the right side of our hand’s slots. The suggestion is then to highlight the items that can be combined just by dragging one item around our inventory, giving a hint or clue of a possible “recipe”. Example: you have a gas cannister and a gas stove in your inventory. If you drag the gas cannister around, the gas stove will highlight with the orange edges. Suggestion: When dragging a piece of clothing from the world to our inventory, the slot where it can be places should be highlighted and, when dragging items around our inventory, if there is other item that can be combined with, it should also be highlighted with the classic orange edges. 9) Getting worms | Infected mass graves Previously suggested in these forums by other users. Right now, you can only search for worms (for fishing purposes most of the time) by using a sharp tool over organic surface. It would be interesting to be able to look for them with your bare hands (or by making them spawn like rocks/mushrooms/fruits due player presence) inside the infected mass graves assets around the map. It would make sense and would be functional for the early game. If it was an action, it could be accompanied by bloody hands to give it even more depth. Suggestion: Being able to obtain worms from interacting with the piles of corpses around the map. This can be either through an action or by simply appearing in the vicinity as is the case with rocks, fruits and mushrooms. 10) Spark plug | Make them spawn inside a box A quite simple suggestion that I really can't explain why it is not part of the game yet. The spark plugs for vehicles should spawn inside their boxes just like the headlight’s bulbs do. Having to resort to vicinity every time we want to find a spark plug, I don't think is intended. Common sense indicates that this is absolutely feasible and it will be a welcome QoL addition. Suggestion: make spark plugs spawn inside a box just like it happens with the headlights blubs. 11) Blocking melee | Penalties You can survive a horde of infected or turn a melee fight with another player into pure speculation just by permanently blocking. With the last modification where blocking is not 360 anymore but directional (so if can got hit by the side or back), this has been slightly mitigated, but it is still quite easy to abuse the blocking, mainly against AI.I’m fully aware that when it was implemented in a more "punishing" way suffering damage or cuts when blocking) the general reception wasn´t good so I think a good middle ground that implies blocking without taking damage but some kind of punishment would be this: The blocked attacks should/could be able to damage your clothes (gloves, vest, jacket, helmet…) and, while blocking, you should regenerate stamina way slower than normal. Of course, there is a lot more to explore about melee combat but these two changes I believe do not escape what would be a QoL improvement to prevent pure speculation regarding blocking melee attacks. Suggestion: Blocking melee attacks should prevent you from getting damage but it could damage your clothes and prevent you from recover stamina like you normally do in idle. 12) Underground triggers | Visible representation This can be difficult to explain for those who have not tried to set up a dark area trigger, so I will try to be very simple: Since 1.19 you can add dark areas to the map (like the one in Livonia Underground Bunker or A2 in Namalsk). You must assign a trigger/area where, when a player goes through, the screen will become dark. At the same time, there are different "levels of darkness" (EyeAccommodation=X) within the same area to which you must also assign a corresponding position and size (Breadcrumbs). While it is not impossible to do, the game does not offer many tools to have a visual representation of the size of these areas and everything must be calculated by eye, leading to tons of trials and errors to prevent the darkness from exceeding the desired limits. The intention is then to add the possibility of having a visual representation of these triggers and their areas ("UndergroundTriggerEdges= 1") after you place them (so you can see in-game if they exceed the wanted limits) or maybe just add a proportional asset (like the one from Dumpgrah) that allow us to estimate with more precision the ranges for X / Z / Y of these "blocks of darkness" while we edit those. Suggestion: Provide with a visual representation for the underground areas trigger to make it easier to set and to detect possible errors in the trigger size. 13) Gas Masks | Put them on/off by a quick access key By assigning a hotkey to our mask and holding that key we should get a contextual menu (just like when we hold our ammo or mag) to put or remove our mask. This suggestion becomes more relevant with the proposal of a new concept for dynamic toxic zones (or airstrikes) and the way we can interact with headgear inside vehicles. Suggestion: allow to put on and off the gasmask by assigning a hotkey to it. 14) Landmines | Disable vicinity view I think it doesn’t make any sense if landmines/claymore can be seen through vicinity when they are active. It is probably the way in which 9 out of 10 landmines are currently detected by players. You just see a landmine in the vicinity tab, you then try to drag it to your inventory, and if you can´t, you know that it’s an active one. In my opinion, these items – once placed of course - should not be visible for players in the vicinity tab, just like underground stashes for example, and only be accessible for eventual disarming through a direct action. Suggestion: Once placed, disable the explosive devices from the vicinity tab. 15) Gasoline cannister | 10L or 5L red jerry cans I think it would be convenient to implement a 10/5L jerry can to serve as an intermediate gasoline cannister between the 20L and a bottle or canteen. Even more considering the recent changes that the game had in terms filling up a cannister and adding fuel to vehicles (I’m referring to the time it takes). A yellow 10L gasoline cannister and a red 5L one would be a pretty good addition without much work involved. Suggestion: Add a 10L and 5L gasoline cannister. 16) Alternative Russian NVG´s | PNV-57 w/ tanker helmet I know that asking for a new item is a bit far from being a QoL suggestion, but since it would be something more cosmetic, according to the context of the game and that could enhance the use of an existent item, I don't think it would be too out of place. DayZ already have occidental night vision goggles that can be attached to the tactical helmet or by using straps. The suggestion is then to add some eastern night vision goggles (like the PNV-57) that can also be attached to the tactical helmet but also be use with the tanker helmet instead of the straps. Suggestion: Add the Russian PNV-57 night vision googles that can be attached to helmets but also to the tanker helmet (instead of the straps). 17) Effects sound overlap | Key bind for volume reduction I think everyone knows what I mean, even when though 5 posts of suggestions I had never really suggested this outright. But for those who do not know, most of the modded servers have different versions of what we call "ear-plugs". This simple feature allows you to reduce to 50% (or more) the sound effects of the game just by hitting a key. Although it may seem trivial, it ends up being quite decisive for interactions because it only reduces the volume of the sound effect, not the voices, making in-game communication possible even in the most adverse situations (loud vehicle engine sounds, wind, rain, ambience and such). So, this is definitely a QoL addition that should be in the base game. I must say that is no real way to exploit this in any way since while you absolutely gain a lot by facilitating interaction through VOIP, you lose a lot of awareness by not being able to hear the sound effects in full volume. Suggestion: Add an assigned key to reduce the level of sound effects to 50%, allowing to give priority to in-game voices at times when it is required. 18) Hunting scope | New reticle and damaged state The hunting scope is probably one of the least updated scopes in DayZ since forever. Even mid-range sights, such as the Kobra or the Kashtan, have been recently improved with 1.20. I do not intend to change its reticle to make it more complex or militarized, nor I pretend any picture-in-picture kind of feature. Just apply the same criteria that other optics have, avoiding it to be a simple black overlay as we have since the DayZ Mod years. I have already proposed that the hunting scope should not be full screen, with blurred edges and a dark vignette. Not only because of a visual improvement, but because this would allow to provide a damaged reticle states according to the scope wear and tear since, right now, you have the same view regardless its condition. Suggestion: improve the hunting scope so it can represent the wear and tear state through its reticle like the other scopes do. 19) Outdoors fireplaces | Extinguish with a shovel or farming hoe Add the ability to extinguish (sort of throw dirt on but with the same dig animation) outdoor campfires by using a shovel or a farming hoe. As I said, the animation for this should not vary too much from the ones these items already have. I think it makes complete sense and would add something different than having to throw water on top. Suggestion: Extinguish outdoors fireplaces by using a shovel or farming hoe. 20) Fresh spawns | Immersive (initial) spawn The idea is definitely not mine or even new, has been around for quite some time in several mods (the one from Zenarchist for example). The concept implies that, when you log in with your character, you do not just pop up standing out of nowhere but instead, you do it lying down and progressively opening your eyes as if you are waking up. While this particular implementation (which applies to all log-in and respawn cases) may create some issues with the player position or with the items you in his hands (due the lay down animation), it could definitely be applied to fresh spawns first spawn where you have no gear at all and the locations are already defined. In addition to this, and even when it’s not part of this suggestion, the idea of adding an overlay (to spawns that are not fresh spawns) such as an eye-opening vignette or yawning sound when logging into a server (as I have already mentioned in another thread) would be very useful as a method to combat ghosting and “X-ray views” due textures load delay. Suggestion: When it’s your first spawn as a fresh spawn, you should do it laying down and slowly opening your eyes like waking up. For any other log in, it should only limit to an opening eyes vignette. 21) Handcuffs | Break them only by force or key Maybe I'll get a little ahead of myself and this will probably be modified in the near future, but in the first 1.20 build, another player can free you from your handcuffs with just their hands. This seems fine to me for most items like ropes or such, but in the case of handcuffs it just doesn't make any sense. This item should be an exception to the rule and other players shouldn’t be able to free you simply with his bare hands. I have suggested in the past a higher punishment for this type of binding, although I understand that it is intended to prevent any scenario that could completely destroy a player's experience (even when you can still “scape/die” by logging out of the game). Suggestion: prevents another player from being able to free you from the handcuffs simply with his hands. It should be only through the key, pliers, lockpick or by forcing them (with significant time). 22) Gasoline pump explosion | Add shock damage I'm not sure when this was changed, or if it was even intentional, but right now if you explode a gasoline pump while being inches away from it (without any kind of protection), you will only suffer a loss of about 45% HP and will NOT take ANY shock damage. This means that you can destroy a gasoline pump, then another one, and you could still walk away after two explosions in the face. This needs to change. If the intention is to avoid an instant-death kind of damage, gas pump explosions should at least generate enough shock damage to knock us out for a good while with a nearby explosion (which would be the more realistic approach in my view). Suggestion: add shock damage of the gas pumps explosions and increase the HP damage to avoid ridiculous situations like people walking away like after an explosion. 23) Ghillie Suit | A new use for plant material The current ghillie suit can be repaired through sewing kit and duct tape, which considering the design of its damaged version, does not seem to make much sense. At the same time, it never seemed too realistic to me that we could craft a ghillie suite out of burlap strips and netting. But that's a discussion for another day. I think there is an opportunity to link and enhance the growing’s feature by giving plant material a new use. What would that use be? By allowing plant material to be used as a way to repair or patch (just like you do with the sewing kit or duct tape). Second, the possibility of crafting the Woodland ghillie suite (greener version of the ghillie) by combining a certain number of plant material (or a sub-item crafted from it like root web or something smaller that we could combine), with a certain number of nettings. This would make even more sense than crafting a ghillie by using burlap strips. Camo net could also be in the mix, allowing the three different recipes for the ghillie suit: Tan Ghillie Suit = 10 Burlap strip + 4 Netting | Woodland Ghillie = 10 Roots web | 10 Netting | Mossy Ghillie Suit = 10 Camo Net strips + 4 Netting. Suggestion: Plant material should also work to repair ghillie suits and, by combining it with netting, it could be a reasonable recipe to craft the woodland ghillie parts (greener version of the ghillie). 24) Gas cannister | Inventory size reduction A gas cannister (Regardless is a small, medium or large one) takes 4(H) x 3(V) slots in our inventory. When combined with a portable lamp or gas stove, its total size does not change at all (except in the case of the blowtorch which becomes 3x4). The suggestion is then to reduce all the gas cannister size to 3(H) x 2(V), and then became 4x3 only after attaching another item to them. Note: I really think DayZ also needs a serious reconsideration of weights and dimensions of many items with a criterion not only realistic but also functional for the gameplay. I don't understand how we can carry up to 3 rifles inside backpack, or how a Taloon Backpack can carry a 20liter jerry can when the model itself is 30% larger than the backpack. Suggestion: Reduce the gas cannister size to 3x2 when they are not attached to any other item (such as a portable lamp or gas stove). 27) Chest holster | Belt attachment In Livonia, the zombie (infected) that spawn in the convoy and could have the punch card to access the underground bunker has a pistol holster around his waist. It would be a nice addition to imagine this for players. Being able to opt between using the holster as a vest or put it in our waist (replacing the belt slot) could give another use to this item that is generally discarded immediately when finding any other type of vest. Suggestion: The chest holster should be also carried as a belt with a pistol holster. 28) Combat log | Offline punishment and logging out clue There are many unpunished practices that make public servers less attractive than the community ones, and combat log is definitely one of those. The absence of admins to control this through logs often leads to very unfair situations, and abuses. For more than a decade, no effective punishment has been implemented against those who uses disconnection as an escape tactic and I think there are many solutions that can be tried. I am not discovering anything new if I say that extending the time of the offline bodies (your body stays on the server) our character's body remains in the world after we force a disconnection is perhaps our best and only option. Many mods have implemented this with great results. But at the same time, I know that nothing is simple and it is necessary to evaluate its impact from more than one point of view. The suggestion is to extend to 5 minutes the time our offline body remains in the word after we log out if and only if we have taken player damage within the previous 5 minutes and we didn´t wait 1 minutes of logging out cooldown, forcing our disconnection. At the same time, logging back in to the same server should also have a cooldown punishment of 5 minutes to avoid any possible “offline body manipulation abuse”. This would at least discourage the quick disconnections after a PVP and force players seek for a safe place. And if they don´t, you just provide a punishment since they will remain 5 minutes defenseless. Suggestion: If you have taken damage within the last 10 minutes before you log out, you should have a 3 minutes cooldown to normally disconnect without any penalty. But, if you force a disconnection under those conditions, your offline body will remain up to 6 minutes in the server and you get a 6 minutes cooldown when trying to join the same server again. 29) PVE threat | Windstorms and extreme fog for Chernarus/Livonia I’m aware that storms and rain are already present in both maps but not really as an “event” and with the same incidence and representativeness that they could actually have. Intense windstorm with a severe temperature impact and a massive fog that only allows us to only see a few meters away would definitely be a great PVE condiment to the gameplay. The duration and recurrence of these weather events would clearly be key in determining whether they positively complement gameplay or become completely frustrating. Again, I’m talking about the kind of storms that force you to stay indoors or move from house to house as long as it lasts or that reduces your total visibility as if you were inside the movie "The Mist". Those which you can't speculate too much because the cold is too intense to pretend to survive outdoors and you could have dozens of infected within 50 feet without really being able to notice it until you get too close. Suggestion: Allow weather events (sporadic, extraordinary) that represent a PVE challenge, either with cold, rain or visibility through intense storms and/or fogs that significantly reduce our visibility. 30) Medical suture kit | A new concept for treating wounds An item that could provide variety to the medical system but without departing too far from what the game already offers would be a medical suture kit. Unlike the sewing kit, it would be already sterilized and would allow suturing wounds without the risk of an infection. Like the sewing kit, it should have a number of specific uses. In addition, I really thing the way we treat wounds needs some changes without implying an extremely hard and punishing system. For example: bandages should not close wounds completely, but simply prevent blood loss. But eventually the player should suture or cauterize the wounds so that they do not generate further infection. The bandages would then be an immediate solution, but not definitive, forcing the player to change them periodically (every 40 minutes for example) until the wound closes naturally (after 1 hour of play) or through a sewing kit or cauterizing the wound with a knife or item heated in a campfire. Suggestion: adda medical suture kit that allow to close wounds without the risk of getting infected. In addition, rethink the treating wounds concept making bandages a transitional method of stop blood lose, but not a definitive way to close wounds and prevent wound infections. 31) In-game map at nighttime | Flashlight effect A very simple detail that could provide some more immersion, although I can understand if it might be too punishing at times: When you open your in-game map, it looks absolutely clear, no matter what time of day it is. Ideally, there should be a continuity with the outside and how the map looks. The perfect scenario (already suggested) would be a 3d representation of the map (without accessing the full screen) or even better, the option to click/hold to access one viewing method (full screen) or another (3d map as an item). But until that happens, giving it environmental continuity when we consult the map could be an attractive change. Suggestion: when checking the in-game map at nighttime, it should have a darkness effect instead of being completely bright, providing some environmental continuity and immersion. 32) HUD customization | Enable/Disable contextual menu Linked to the first suggestion of this thread, since quite some updates ago, the game offers the ability to disable various HUD elements to make it more immersive and cleaner. Among them, we can now: 1) disable the HUD completely (everything that appears on the screen), 2) disable just the crosshair. 3) Disable just the quick access bar and/or 4) disable the server info. However, when playing without any HUD element, this could turn the looting/interacting experience into a quite frustrating one since there is no contextual menu popping up at all. Trying to interact with an item that has a very small interactive area (without resorting in the inventory screen) can be quite challenging, even more if we play with a console controller. Suggestion: The suggestion is to add a new customized option where, even when the HUD is fully disabled, the contextual menus could still show up on our screen. 33) Give action/emote | Hand to hand This idea comes from a recent mod called “Give&Take” by affenb3rt. This mod allows you to assign a key to “offer” (extend your hand with the item and making it visible for other players) so any other player can interact with it (among other minor features). Its's a quite simple idea and very useful to avoid having to drop/throw items on the floor when you want to make an exchange. Thinking about how it could be applied in vanilla, I think we should start thinking about a method to be able to voluntarily show our inventory to other players without having to be tied or having two players interacting with the same inventory at the same time (to avoid issues with synchronization and possible exploits). So it would be a good initial idea to implement an emote (give) like in the mod that allow us to share/show the item we have in our hands so other players can see it through direct interaction. The emote (like the rest of them) should block players movement and of course, inventory management. Suggestion: add an emote that allow players to give (show to other players) the item we have in our hands so they can pick it up by direct interaction. 34) Barrels fill with water | Tweaks and changes For those who may not know, the barrels in DayZ have a function that, while not the most popular, could eventually become a great element for basebuilding: with rain, they fill with water and allow you to store liquids. This water barrels suggestion involves at least three minor changes: 1) First, the rate at which these barrels can be filled, either manually or through rainfall, should be greatly increased. Otherwise, storing water or gasoline in them is just not functional at all. 2) Second, a barrel filled with liquid should not be able to move. We can currently carry a 210kg barrel with our hands and move it like a bag of potatoes. This could also prevent at some point the barrels thefts and griefers since they would have to empty them first. 3) Finally, and as a handicap, a barrel with liquid should transfer its humidity to the items inside of it. Taking advantage of the new features linked to this brought by 1.20, it would be very possible to achieve this. Suggestion: Barrels fill with liquids should have a faster refill, should prevent players from carry them when they have more than 20% of liquid on them and they should transfer the humidity to the items inside. 35) Sound reverberation | Voices What is a reverberation in the first place? It’s the reflection of a sound against an obstacle in a closed environment. If the area it’s a big area, the sound may take a while until it bounces back creating an echo effect. But when the area is smaller (a bunker room, a hangar or a church), the reflected sound is much quicker, creating a “hollow” or “rumbling” sound. In DayZ, we do have this when shooting a weapon in the open or inside a structure. The sound is quite different providing realism and a clue of the source of the gunshot. However, when we check how VOIP sounds, this environment simulation does not apply. In this way, the suggestion would be to apply the same environment simulation criteria (mainly reverberation) to the voices when they start or originate from players within large structures, giving more realism, immersion and offering a "clue" to the origin of the sound. Suggestion: Add reverberation (sound effect) for the voices (VOIP) of the players when these are given in the context of a large structure, offering immersion and allowing to recognize the possible origin of that voice. 36) Enable/Disable NVG´s and Headtorches inside vehicles It's probably a lot more complex than it sounds, but enabling some interactions within vehicles is definitely a road to develop. And a good starting point could be interaction with items involving a hotkey. This is the case, for example, with headtorches or night vision goggles. Being able to turn them on or off inside the car would avoid situations where one has to get out of the car completely to simply turn them off, which makes no sense at all. Suggestion: Allow to enable/disable some devices (Such us the NVG´s or headtorches) inside vehicles to avoid having to get out the car just to be able to interact with them. 37) Handheld Transceiver | Remote detonator holding animation + PTT There are two changes linked to radios that I believe would be very functional. 1) Holding animation: It would be very functional to be able to telegraph to other players what are we actually doing, instead of just hold a “thing” next to our waist. I would love that the animation of holding the remote detonator (Claymore mines) could be used as the default animation for the Handheld Transceiver (radio). Not only would it give ourselves (and others) a clear indication of what we are actually holding in our hand but it would be a hundred times more immersive than simply talking with the radio attached to our waist. 2) Push to talk: Right now, any communication device will just transmit all the voices around the device just for being on. We must turn it off if we do not want our conversation to be filtered through it. This is impractical and at some point, unrealistic. The suggestion then is to the communication devices push-to-talk using the default “caps lock” key (PC) of course. This way, even if we have a radio on in our hands, any voice around will only go through if we are holding (or have locked) the VOIP key. Suggestion: Add the remote detonator holding animation to the handheld transceiver so we can actually tell what’s in our hand and have more realistic approach to the way we would talk into a radio. Make the communications devices push-to-talk so you can actually control what goes through the radio and what not. 38) Epoxy / Blowtorch | Repair fishing rod and beartrap The title is kind of self-explanatory. Allowing damaged fishing rods to be repaired by using epoxy putty (you currently can´t). At the same time, allow to repair a damaged bear trap by using the recently added blowtorch. Both things just make sense, won’t imply much configuration and probably won’t hurt anyone. 39) Nighttime infecteds | Range and clothes visibility Many of you probably don't know this, but clothing in DayZ has a visibility stat according to how bright it is in relation to the environment. This - in theory - would make us less visible to the AI depending on the type of clothing we wear (a black raincoat should be less detectable than a red one in terms of AI aggro). I honestly haven't tested this feature exhaustively to see if it works properly, but the concept is very interesting and definitely has a lot to potential to be expanded. Something that I did test is how the infected, during the night, seem to have the same range of vision and aggro distance as in daytime. The difference, if any, is not too significant to be an attractive element (or advantage) for nighttime gameplay. It seems to me that it would be a good way to reward the night gameplay to drastically reduce the visibility of the infected during the night (even more, if it is already reduced, I personally didn't notice it) and link it to the visibility stats of our clothes. Thus, at nighttime, a player dressed in dark colors could pass in front of an infected at about 2-3 meters without being detected at all (the sound will obviously continue to be a conditioning factor). Suggestion: considerably reduce the range of vision of the infected during the night to encourage night gameplay and deepen the impact of the visibility of clothing under this same concept. 40) Vehicle HUD indicators | Background Blur This is an aesthetic and functional change. As Arma Reforger does, I think it would be quite necessary and would be aesthetically far superior to the current design to add a blur behind the vehicle indicators (dashboard symbols) to add to the aesthetics and visibility of them in all circumstances. There are times when the brightness or the background of our screen ends up taking away part of the clarity of the indicators and this could be improved with this simple modification. Suggestion: Add a slight blur behind the vehicle HUD indicators to make it more visible, clearer and with a design that will be aesthetically superior to the current one. 41) Helmets against melee | Increase shock damage reduction Whenever we talk about helmets in DayZ we are always interested in their ballistic protection. Will this helmet be able to stop a bullet of this caliber? Which helmet offers the best protection? However, we often forget that helmets offer different protection according to the nature of the damage we receive (Projectile/Melee/Infected/Frag). I think that in the early game the helmets should have a greater relevance distinguishing between the player who wears it and the one who doesn't, especially considering the reduction of visibility now offered by the overlay. In this sense, the shock damage reduction using helmets against melee or infected attacks should be considerably higher than they are now, offering a great advantage to the player who prioritizes it over the one who doesn't have it. This is not only realistic but would lead to more balanced results than the ones we have now (where an infected can make us lose consciousness with the same amount of hits to the head wearing a helmet as if we were not wearing anything at all). Suggestion: Significantly increase the shock damage reduction for melee and infected attacks, redefining the importance of this protection in the early game. 42) Low battery | Blinking effect (visual/sound) Mostly a cosmetic addition, the idea is to have an indication that our battery (either car/truck battery or 9v) is about to run out or has less than 10% of its capacity through a slight blinking effect and sound effect every few minutes. It is a detail that would simply add some more ambience, mostly when wearing NVG´s so our screen doesn´t just change to full black from one second to another. 43) Throwing animation | Allow jogging while throwing stance The throwing animation blocks our movement so that it only allows us to slowly walk while we are in it. Then, when we throw the object, our character completely freezes in that position until the animation is finished. I think there is an unnecessary double punishment in this feature. One and hand, the clunky movement limitation at first and then, a complete movement cancellation when throwing the item. Of course, the idea is far from resembling arcade games where things like "run throw" or “run jump throw” are actually a thing. The suggestion then just involves a fluidity request by allowing a faster movement (jog speed) during the initial throwing stance since the movement cancellation or penalty will still be there the moment, we release the click and throw the object. Suggestion: Allow a faster movement during the throwing stance to provide more fluidity to the gameplay. The movement cancellation when actually throwing should remain. 44) In-game server browser | Mods filter and warning Most of us here know that to join a community server (where a vast majority have some kind of mod) we must do it through the official launcher to detect and download the mods and, in case we want to join a different server, we should close the game and repeat the process. However, many new players who don't know this procedure just look for a new server where anyone would intuitively do it: in the official in-game server browser. The idea is there to simplify this by adding two things: 1) A “mods” filter in the in-game server browser so it discriminates the (community) servers that have mods and as a consequence can´t be accessible through the in-game server browser. 2) When trying to join a community modded server from the in-game server browser, a message should pop up indicating that the server has mods and that we must close the game and join through the DayZ launcher. 45) Check pulse | Lets enhance this feature With 1.20, the pulse check feature got a new animation and became a continuous action. However, the concept of this feature is not even a glimpse of what it could be. Back in the “DayZ”, the check pulse had three main functions: a) Identifying the survivor (by his in-game name). b) Know if he was dead or unconscious. c) Tell if it was a recent death or not. Today, all three things have become inconsequential for this feature. You can´t identify a survivor by his in-game name (PC). You don´t need to double check if a player is dead or unconscious because its body position already gives this away. And the state of the corpses informs us about the time of death. So how could we turn this feature (checking pulse) into something meaningful? 1) First of all, the game should remove any state indicator in the contextual menu (red/yellow/green circle) on players bodies. 2) The game should only allow pulse checking on unconscious or dead players, not on conscious ones (Since the animation involves crouching). 3) When a player is unconscious, the pulse should provide some generic information about its state that allow us to obtain indirect information or conclusions. For example: Message after check pulse | Unwritten conclusion/player condition. “Very Weak pulse” = Unconscious survivor but with one or more of the stats (HP/Blood/Food/Water) in flashing red or red. “Slow pulse” = Unconscious survivor, regular stats. “Rapid pulse” = Unconscious survivor but with open wounds (bleeding). (The heart rate accelerates to compensate the blood loss). “No pulse” = Dead survivor. At the same time this could be: “No pulse, no violence signs” = dead by malnutrition/weather/drowning. “No pulse, multiple scratches” = infected / predator death. “No pulse, bruises” = melee death. “No pulse, gunshot wounds” = killed by gunshots. “No pulse, broken bones” = fall damage death. 46) Improvised shelters | Add camo net and attachments We know that there are three improvised shelters that we can craft, but in reality, the vast majority of players only use the most basic one (sticks and branches) because it is the simplest to craft and because of its high level of camouflage. The other two (Tarp and Leather), are mostly in disuse. I have already proposed incentives to differentiate these three types of shelter according to the difficulty to make them (more slots in some than in others), but in this opportunity I propose the possibility of adding attachment slots so that they can really work as a survivor shelter. What could be these attachments? 1) Camo net for the leather and tarp shelter. 2) Portable hanging gas lamp. 3) A slot to add a wooden crate, 4) Xmas lights, among others. The idea is that, when attached, these items have their visual representation inside the shelter and with the camo net attachment you can enhance the use of tarp and leather improvised shelters. 47) Raincoats and ponchos | A new approach I have already suggested in a previous post about the possibility of crafting a waterproof poncho from tarp. This not only exists in reality in the Russian army (Russian Plash Palatka), but it would provide with a new (and real) use to for the tarp/fabric. Given the 1.20 changes to rain and the impact of dampness/weight on clothing and momentum (inertia), I think that both items should complement the clothing (instead of supplant it) by taking the backpack slot (like the ghillies). A raincoat or a poncho should have a protective function, not really a cargo one is if they were a jacket, and the possibility of using them over your clothes with a much more comprehensive design (covering more than just our torso) It’s, in my opinion, the right way to go in a survival path. Suggestion: We should rethink raincoats (and eventually add tarp ponchos) as a survival item and not as a cargo option. It should cover he whole body from the rain by placing it in the backpack slot, similar concept to a full ghillie suit. This should be an auxiliary item of our character, not just another piece of clothing. 48) NVG´s handicap | NVG's | Very dim glow in eyes NVGs are definitely a controversial item. On the one hand they represent an endgame in itself for the player who try to obtain them through the different dynamic events where it could spawn and offers a unique advantage. On the other hand, it completely annihilates the possibility of nighttime gameplay by adding to the lack of incentive to stay on a server or explore the map when night falls. It is possibly for this reason that may servers (with a survival focus), notably reduce the amount of NVG's on the map or even eliminate this item from the loot table to justify the use of other means of illumination. This suggestion aims to bring a little closer to the necessary balance by offering a very slight handicap when using NVGs. As it would happen IRL, the googles should have a very faint glow so that it can be noticed by other players with a trained eye. Of course, it should be extremely dim so as not to completely counteract the functionality of this item. This would be a first step in balancing it out although - as I have suggested in the past - a real and efficient method of counteracting the use of NVGs may be with an overall improvement to the lighting where the light effectively "blinds" the NVGs. 49) Full stomach | Audio clue Most of the HUD elements in DayZ were progressively having their auditory and visual representation. This is excellent because it allows us to do without the HUD and to be able to interpret the sufferings of our character without the need to appeal to artificial indicators. Although there must still be elements of accessibility (because it is still a game), today we can identify a cut and bleeding by sound and visual representation, the damage of shock, a disease, an infection, etc. But one of the elements that still does not have a sound representation is the full stomach or "about to vomit". I think it would be a good quality of life addition to add a stomach sound (different from empty stomach) for when our stomach is stuffed and close to vomiting. Suggestion: Add an audio clue for the full stomach / close to vomiting state to be able to warn of this situation without having to resort to the HUD. 50) Chance of devices already spawn with 9v batteries inside This suggestion is quite simple. Just at least add a minimum chance that devices can spawn with a 9v battery already in them since, right now, no device can spawn with a 9V battery (nor has the chance to do so). While this may encourage the look for batteries around the map, in most cases it ends up ruling out the use of that particular item (e.g., radios, flashlights, etc.). 51) Reduce the sound level for crawling Currently, both the crouching and crawling animations generate the same amount of sound, which I believe is a mistake. Being able to differentiate between walking crouching (2 sound bars) and crawling (1 sound bar) in a situation where we don't want to be detected by the infecteds around would be more reasonable and functional for the gameplay. Even when we want to move inside a house to lose the aggro of the infecteds. It is common to see how they continue to listen to us even when we are on the ground. I have already suggested in the past (and I still hold this idea) that there should be the possibility to walk while crouching (holding the walk key), also making only a sound bar. Actually, whether or not we hold the walk key while crouching, the speed is always the same. 52) Splitting long stick | Chemlight click animation I always thought it would be much more realistic and less “frustrating” if splitting a long stick into three short sticks didn't require the entire 5-6 second animation. Instead, let's just resort to the same animation of splitting the Chemlight (with its 2-3 second duration) in order to do so. You can even use the same sound in the absence of a particular one. Splitting a long stick shouldn’t not be a ceremony. 53) Melee attacks | Hitting and freelook possible conflict Another element that I have personally noticed and once again I don't know if it is a bug or something deliberate is the direction of the attacks when using the free camera. It is as if the direction of the melee attack is not linked to where our character is pointing but to where we look with the camera. Let me give you an example: Imagine you are hitting a locked door or basebuilding fence to break in. You take out your axe and start hitting it. Our character looks straight ahead and hits straight ahead too. Now, with your character hitting the same spot, try to turn the camera (free cam, hold alt) to the side. You will see how your character will still swing straight ahead but it will not generate any kind of impact. I think that melee weapons should follow the same logic of firearms and continue hitting where their barrel - or in this case our character body – is actually aiming. Otherwise, there may be situations where no melee damage hits are not “registered” even when the weapon goes completely through our target. 54) Stealth attack with (attached) bayonets Another item that becomes extremely expendable is bayonets. Not only because they increase the chances of the (horrible) weapon collision system, but also because attacks using a bayonet are slow, consume a lot of stamina and offer no real advantage when used against enemies or infects. In this sense, I think this could be improved by allowing a stealth attack with the use of bayonets attached to the weapon. In this way, it would at least fulfill a specific function by being able to maintain the stealth level and eliminate infected in this way even with a weapon in our hands. I also think bayonets should be rewarded in other ways as well. In the past I have suggested reductions to stamina cost, multiple slashes or increased damage output. These are all ideas/modifications that I would still like to see in the game. 55) Dynamic toxic zones | A new approach Since the arrival of toxic zones to DayZ, they have been incorporated under two different concepts: 1) Static toxic zones, with permanent contamination and specific loot for those areas. 2) The dynamic toxic zones or airstrikes, where toxic gas bombs explode in the sky killing all life in the place and making magically appear NBC infecteds and related gear. In both cases, the full NBC suit is required in order to survive inside. While the static ones seemed to be a great addition because they create an attractive endgame by collecting the NBC an such, the impact of the dynamic toxic zones on the gameplay has been quite superfluous and inconsequential (At least in my experience). Mainly because: 1) They haven't really complemented the experience in the way they could do it. 2) They don't serve as a way to gather the interest of players (quite the contrary). 3) Their only real virtue is an eventual anti-camper method when they fall in military bases. 4) The airstrikes do not seem to have a concrete and rational explanation from the DayZ lore, because it is not known if the intention is to eliminate infected (which would be contradictory to the idea that infected NBC magically appear) or if it’s actually against survivors (. Clearly, we do not know who is throwing them either. So, my idea is this: first of all, I think it is imperative to distinguish static and dynamic in terms of the protection required. Only the gas mask and active filter should be sufficient to survive inside the dynamic toxic zone, making gameplay inside them actual feasible. Second, I would rethink their purpose. Instead of just ejecting players from an area as it does now (because absolutely no one plays with a full NBC equipment in their inventory), they should serve as a way to attract players. How? Simply by understanding that the purpose of these toxic gas attacks is not to clear the area from survivors, but to clear the area of infecteds for a supply delivery. And I know that the term "airdrop" may sound unpleasant to the hardcore gamer, but I find it more rational in the context of a war than a random toxic attack that make NBC infecteds spawn out of nowhere and add toxic related items inside random structures. Considering dynamic toxic zones in this way would not only allow real use to be made of masks and filters (which today is minuscule), but would also propose dynamic points of interest all over the map for players in all instances of the game (provided they have a gas mask). 56) Character comfort | A new passive stat This suggestion is not extremely complex or deep, but I don't want to extend too much in a thread that is already long. The idea of a "passive stat" (referring to an element of our character that does not have a visual representation in the HUD and that works simultaneously with the rest of the stats, as for example, the immunity level), that refers to the comfort of our character and that affects other stats, improving or worsening them as a consequence. This could well be a separate stat or a refinement of our immune system. What would be the purpose of this? To reward the in-game actions that are linked to the survival element of DayZ and that currently do not seem to have too much incidence. In this sense, elements such as campfires, being in-doors, the presence of other players around or being fed by them, the proximity to tents or shelters, the absence of infected or dead players within a certain range, the intake of cooked food, the combination of night and fire or lighting... all these should boost this passive stat. What would be the consequence of a high comfort stat? Mainly a bost in the immune system, increased blood/hp regeneration speed, lower the wound infection or diseases, faster regeneration of broken bones, higher resistance to cold, etc. I think you get the idea of what I mean. 57) Swap objects from our inventory | Objects must fall at our feet One of the most frustrating "bugs" for several years now is the one that originates when replacing a garment or object with another one that we have in our inventory. The game not only replaces the item but also its position, making that sometimes, the item that goes to the vicinity remains under the structures (or above) preventing to access again to it or its content. Unfortunately, I don't really know all the technical considerations to make an informed suggestion about this, but I think that considering a fix or mechanism by which every item we replace falls at our feet instead of trying to replace the position of the item in the vicinity would be an excellent goal to accomplish for a problem that for years has not even been covered as such. I really recommend checking out the other suggestion threads. All of them are still valid and Im sure they would make excellent QOL additions to DayZ. THANKS FOR YOUR TIME OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/
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I posted in the discussion thread but it was almost instantly buried (good to see a very active community 😄) I'm sort of in two minds about it. I should state that I've not played the game in ages and although I am a long time player I should be considered a noob for information's sake. I believe it is needed. In my head this will make bases more secure, no ghosting through walls for example. It should also help with combat logging and flanking on a different server. Additionally, I like the idea of being able to change server and instantly appear at the coast from waaaay inland to meet friends. If one team member dies or a new player joins us we can all swap server and meet up on the coast, handy AF. Conversely: I sort of think being sent all the way back to the coast is a little heavy-handed, even though I'm not totally against it. I'd have thought that perhaps you would be sent to the outskirts of the nearest town/village. Kinda makes transferring loot from one server to another a bit difficult now (I have caches on multiple servers). Perhaps I was abusing the way servers worked by jumping between them like that and I totally get it if that is your opinion. If you have any input I'd love to hear it!
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What’s the suggestion here? Location displacement occurs as a deterrent to ghosting and a fix to logging into a gas bomb. Switching between hived servers is unnecessary in pretty much all cases.
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https://www.youtube.com/watch?v=128_MvJ4QFI there is no way to get up on the roof of the building with out getting past me and my friends. these guys switched to another server and ghosted us. does anyone else see this happening on their server? also is there a way to report it?
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So we added the hotfix patch that was added last week and we have had nothing but problems. It didn't fix combination locks, it didn't fix the invisible wall when you open your gate, and now people on my server are getting frustrated and starting to give up playing dayz because of this ghosting glitch where numerous items stop working properly like opening cans, using tools to build base parts and the ghost bullets that do no damage. When is this getting fixed because its game breaking at the moment
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I think basebuilding is useless on public servers if all the attackers have to do is just log out, and log inside the base from a different server. Are there any plans to fix this, especially at the launch of the game? Some of us really dislike playing on private hives since you can't control if it's day/night/rainy (I even hate that word now). It'd be very nice to see a fix following 1.0 release since it will really benefit basebuilders.
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Have you done it? Has it happened to you? How can we stop it?
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Trying to help fresh spawns in berezino against bandits me and my team killed 6 from granes then they jumped servers and respawned behind us need to sort this out roll on private servers
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Hello there! This is a new list of QoL suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below, and the intention was always to come up with achievable and “easy to implement” suggestions within the general framework of the game. Nothing too crazy, no completely new features or things that would not be in line with the overall concept of DayZ. Were these ideas deeply thought through and evaluated? To some extent, and that’s why I probably underestimate the complexity of actually adding any of this to the game. Only the Devs (and probably some experienced members of the community) can get a real idea of what adding them would actually entail in light of the current structure and content. So keep this in mind when assessing them because nothing is actually “simple”, even when it appears to be. Having said that, I hope you find them useful and least serve to awaken other tweaks, ideas or improvements, either from the official development or through community mods. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY +50 QOL SUGGESTIONS 1) Soviet Plash Palatka | Tarp/fabric poncho. It would be very interesting and useful to have a craftable "plash palatka" that goes in our backpack slot offering high insulation value and waterproof protection. What is a plash Palatka in the first place? This is just an improvised poncho made of fabric, very popular among soviet troops and many other armies. This piece of gear could be crafted from a piece of Tarp/Fabric (2) combined with a Sewing Kit (75%) or Leather Sewing kit (50%). It would not only provide with another relevance and use for the Tarp/Fabric (item that its currently almost unused because players always craft the Improvised Shelters over any other alternative), but would also provide an extraordinary survival feeling with the proper balance between protection and size (no inventory slots). As I said, this item also has a real context with soviet clothing and the DayZ lore. 2) Precise positioning | Transparency when trying to place big items There is a general issue when we want to place large items (such as a barrel, a power generator and such…) when using the blue print system (or precise positioning). The item completely obstructs our vision (1PP) and we have to play with the free cam to be able to guess where is going to be placed. Although this could be fixed with some modifications to the holding animation of these items, their models or maybe by extending their positioning range (to be able to position it from further distances), when thinking about modding and possible big custom items, a definitive solution could be to add some kind of transparency to those items when the precise positioning is activated (LMB Click). By this, you would be able to see through them. 3) Flare guns | Higher altitude + longer duration (Credit to Kafeina) Currently, the flares shot from a flare gun last just a few seconds in the air and then they start falling at a very high speed, making them quite useless for their intended purpose (signaling, illuminating, attracting other survivors). The idea is to simply increase their height (shooting speed/distance) and reduce their descent time so that they can last at least 30 seconds in the air and then, another a little more when falling. Kaffeina (modder) has already implemented this with his "Aerial-Flares mod", but I think an intermediate version would be an excellent tweak for the vanilla version of DayZ. 4) Flags | Craft armbands and courier bags from them Flags are a rare item and the only real use for them right now is to add them to a flagpole. Since some updates ago, you can now obtain rags out of them. However, this item could be much more interesting (and also used by any player, even with non-base building intentions) by being able to create improvised backpacks and armbands from them (like you do with a burlap sack or boar pelt). This would not only offer a new element of customization (which is always welcome) but also a new and interesting use for an item that it tends to be exclusively associated with base building. 5) Sawed-off weapons | Less weight + random spawn in the world There are 4 weapons that can be sawed off right now, but the Mosin is the only one that actually lose some weight (4kg to 3kg) in the process. It would be convenient and consistent that all the weapons lose at last 1kg of their total weight when you do so. The LE-MAS (FAMAS) perhaps could be the only exception to this rule because of the type of modification it undergoes. In addition, as previously suggested in another thread, it would be interesting if these sawed-off weapons could also spawn into the world instead of being an only crafted item. Always thinking about diversifying and expanding the content with a large amount of non-op civilian weapons for tier 1 and tier 2 zones and also, since these are not very popular, it would give new players the knowledge that they actually exist. 6) Player animations | External clue when managing your inventory (Credit to Wardog) This suggestion clearly came from Wardog's tweet (@thewrdg) where he showed us some of the game's “hidden” animations, among them, one that simulates the player checking his pockets. For anyone who hasn't seen it, he linked that animation (checking your pockets) to the action of opening/managing your inventory, so that there is a visual clue to other players of what you are actually doing (instead of displaying a completely static player). I think that having this feature would be excellent to achieve a better realism by filling that lack of immobility when a player is still but checking his inventory and also, it would provide a visual cue of a possible risk, danger or appearance as part of a player during an encounter. An initial 3-4 seconds delay would be very necessary to avoid forcing the animation with each opening of the inventory. 7) Pieces of guts | Alternative fishing bait The idea is quite simple: Instead of having as our only option the earthworms as bait for the fishing hooks, make it possible to cut small “pieces of guts” out of animal/human guts to also use them as bait. It would provide us a better use of this item while being able to combine even more hunting and fishing in an organic way. Not to mention that it's something quite common IRL when improvising a bait. (Thanks Project Lemons) 8 ) Tripwire | Attach a loaded flare gun Another idea that I believe would add to the general gameplay is the possibility of attaching flare guns to the tripwire. This way, when its activated, the flare is fired and the presence of a player in the area is warned. We all know that this can be already done with other lighting items, but of course a huge flare in the air would provide with a much more interesting and noticeable indication of a player presence. This would also serve to play with the players' minds in anticipation of a possible air attack (dynamic toxic gas), forcing them to move from their positions. Eventually, this could even be extended to other types of weapons and ammunition, not for the purpose of damage or incapacitation (which I understand would be quite complex to materialize and neither is the idea to make this kind of traps as it happens in games like Rust), but for the weapon to be fired to the air, providing a long range audible alert. 9) Items Sterilization | Boiling items to sterilize them (Credit to Mikhail) Non-sterile bandages and rags, plus any other items that can provoke a wound infection in the future, can only be cleaned/sterilize with disinfectants. It would be a good and also a realistic idea to allow to get the “disinfected status” by boiling the rags/bandages in water. Attention should be paid to the time in which bandages and rags become ruined for this to even be possible. This idea is not new, and there is already a community mod that allows this by DZR|Mikhail. 10) Bayonet | Multiple cuts inflicted While bayonets have gotten a bit more attention recently by increasing their overall damage (being more effective against infected) I think there is still room for improvement in close combat to give a new relevance to this quite unpopular item. In what way? By providing a 100% cut chance and even, by allowing each hit to generate two wounds or bleeds on the affected player instead of just one. A hit with a bayonet against another player should represent a game changing scenario during a pvp, where the affected player should seriously consider his blood loss as a conditioning after having received a “lunge”. 11) Shelters | Differences and advantages between them Since its implementation, the craftable shelters and their three variants - improvised, tarp and leather - there was never really a differentiation between them besides the required crafting items. They all have the same storage, persistence and durability, even when the time and difficulty invested into crafting them is different. This is why the vast majority of players simply choose the “Improvised Shelter” as their main option, not only because it’s the most accessible to craft but it’s also because it offers the best camouflage. This kind of kills any incentive of crafting the other two shelters and prevents us from giving more use to the whole feature. The proposal is then simple: provide with more differentiations between them, offering more/less slots, more/less resistance, more/less persistence, more/less waterproof to the items inside, etc. The leather shelters should definitely be the best of all tree, followed by fabric shelters and finally, the improvised shelters should be just that, improvised, lasting no more than two or three nights, with slots limited to a single survivor storage. 12) Attachments | Better management/replacement (Credit to Akula) This suggestion and the next one are 100% from the user akula692008 from the DayZ forums, so I thought it was a good opportunity to make them more visible for everyone since I completely agree with both. In few worlds, the game should allow us to replace any weapon attachment (optic, buttstock, handguard, etc.) by the same way it does with magazines, this is, by dragging the item to the “combine” section of your hands instead of forcing us to drag it over the particular attachment. This would be not only more practical but also consistent and particularly useful for console users. 13) Attachments | Inventory battery representation (Credit to Akula) Right now, if we carry a rifle with a battery for your optic plus a universal light for example, we would see two batteries, one under the other (left side picture), and it is not quite intuitive for telling which device they belong to. The idea then is to reposition the elements as shown in the image above. This small change would solve this lack of clarity providing with a cleaner and clearer view. 14) Raincoats | Add the hood to them I understand that this is definitely not a simple thing to do and that there are many, many things to consider in what would appear to be a small cosmetic change. Nevertheless, I always wondered why those hooded pieces of gear like the Gorka Jacket, Raincoats or Hoodies did not allow us to equip ourselves to cover our head, protecting this part of the body from the rain and adding to the heat retention (or protection against frostbite in Namalsk). I think it would be a good feature (or future change) to consider either models with the hood already deployed (where it blocks the head slot because it is already taken by it, avoiding clipping problems) or, something more elaborate, like the possibility of folding/unfolding the hood. There is also a “banal” argument linked to a post-apocalyptic aesthetics where hoods and ponchos are a fundamental element. 15) Repeater | Sawed-Off version Simple idea that would add to the diversity of the civilian’s low tier weapons without really implying new content is the possibility of sawing-off the Repeater as it currently happens with the Mosin and other weapons. Of course, it should suffer the corresponding nerf to the distance, accuracy and weight, but the basic concept would be the same to all the sawed-off weapons in the game. Not to mention that it is something that actually exists. 16) Bone Knives | Attachable to the improvised rope belt Maybe this will be changed in the near future because this item is in the game very recently, but I suggest to add the possibility of carrying the improvised knife on the rope belt. I think it is logical and a way to make this a "first step" in the survival crafting progression for any player. I honestly didn´t find many arguments against this like I did find with the stone knife because of its shape and model for example. 17) Feet Wrapping | Increased crafting cost + less durability We are all aware that an improvised item, easy to craft and offering a great advantage when approaching enemy with total stealth could be somehow abused. Unfortunately, many players have been using it as a “pvp meta” lately. In an attempt to avoid this, the proposal is to increase their crafting requirements (actually, I would personally increase it for all the wrapped crafting recipes in general) and reduce their overall durability (or at least prevent them from being repaired or their requirements - rags - from being significant), so that they only serve as a transitory solution in those cases where your footwear get ruined and you must look for another one, avoiding bleeding feet or frustrating scenarios. 18) Radios as an attachment | Slot for vests and belts I have already suggested the possibility of having custom key binds for the use of radios so that we do not have to resort all the time to put them in our hand to interact with them in the first place. I believe that for items that are not so popular but at the same time can represent an extraordinary element for gameplay and immersion, making them as practical and accessible as possible is definitely the way to go. In this occasion, the suggestion is related to the possibility of attaching the radios to our vest and belt. This would also allow us to have more than one active radio simultaneously, on different frequencies. 19) Clear indication for front / back fences (precise positioning) Even when you can always use the knots on the poles and the initial position when deployed to know the direction of the fence (front/back), it is often quite unintuitive (its direction) when you have to rotate or place them in a very specific position. The suggestion is then to add some sort of “direction indicator” in the ghost model itself, or slightly modify the model (the bottom portion that would be buried for example) so that it clearly indicates which is the front and which is the back in a more intuitive way, even after having placing it. 20) Torches | Fuel should fully charge the torch Maybe the current limitation to this is somehow related to a balance and performance idea due the duration of the torches in general (avoiding that someone can leave for a long time multiple torches lit in a very easy way), but I think it would be a more functional that, when adding gasoline to the torches, they charge at least 50% of the total and not just 5-10%, forcing us to soak them in gasoline like 6-7 times. Using gasoline to fuel torches is already a difficult method to use and it should then have its reward which would have to be a hell of a lot better than simply adding rags. 21) Holding breath | Stance impact on the stamina depletion speed (Credit to Simonvic) It seems to me that it would be not only realistic but very beneficial for the gameplay in general to be able to differentiate the speed at which stamina is consumed when holding breath, not only depending on the weight (which determines the total stamina and therefore, how long we can hold our breath) but also by the stance of our character (standing, crouching or prone). Thus, for example, if we have 30% of our maximum stamina due our gears weight, when we hold our breath while standing, it will empty completely in 5 seconds. If we are crouching, it will do it in 8 seconds and if we are on the ground, it will do it in 15 seconds. It doesn't make much sense that someone lying completely flat on the ground, in a resting state, even with a lot of equipment on him, can only hold his breath for less than 1 second when he wants to land a shot. 22) Automatically stack items in your inventory (Credit to InclementDab) Right now, if we have for example a stock of 10 .308 bullets in our inventory, and we grab 5 more from the ground/world, these new 5 bullets will take a different slot in our inventory instead of just stocking on top of the existing 10 bullets. It seems to me that it would be more than practical to expect the game to put identical/stackable items together directly in our inventory, or at least to do so once our inventory is 100% full (no slots available). This can be limited to certain items categories if there is any case where it would not be convenient to stack. The same should apply for meds or other stackable items. Example. 23) Tearing up chickens using only your hands or boulders With 1.17, and improvised bone knife has been added. However, to get those bones in the first place, one already has to have a knife to dismember the animal that provides it. This doesn't make too much sense considering the progressiveness of a survival crafting line. I think the ideal case would be to allow players to dismembering small animals (Chickens and rabbits) either by using their own hands or using the rocks in our environment. As a result, we should only get bones out of them. 24) Open cans by hitting them with a rock With a very similar criterion of the previous suggestion, and taking into account that since version 1.17 we can now “combine” certain items with boulders from the environment for our crafting, it would be excellent to use this feature to open food cans, obtaining a substantial reduction in their total amount. 25) Mask attachment slot for backpacks and belts Keeping the idea of gas masks having multiple uses and not being limited to static/dynamic toxic zones, it would be quite necessary to be able to add attachment slots for them on both belts and backpacks. 26) Lock picking | Reduced effectiveness (Eventually tied to passive skills) While this idea relates to a broader concept like passive skills evolution and such, I believe that lock picking should not have to be 100% effective (opening or locking the doors on the first attempt) but rather have a percentage of effectiveness where it is possible to fail to do so and have to repeat the action. As I said, thinking about an eventual development of passive skills, this percentage of effectiveness could be linked - or even conditioned - to the skill developed by the player (or survival time). But an initial approach would be that lock picks do not always open the door but that there is a chance of failure followed by an audio clue that it has failed. 27) Grenades | Automatically attached to grenades slot 4 Quality of life modification, the suggestion is to automatically assign the slot of the vests grenades when we pick them up from world since, right now, we must manually take them to our vest. 28) Epinephrine abuse | Negative effects and overdose Epinephrine has gone from being a medical item to a military tool, where players stockpile large amounts of them to use one after another, perpetuating their stamina in an unrealistic way during combat. The concept behind my suggestion is precisely to try to avoid this abuse by generating some kind of punishment. This could be with an overdose effect (shock damage, reducing the duration/boost with the second application or permanent stock max at 50% for 10 minutes making it easier to go unconscious after being hit) or by adding a general stamina reduction after the epi effect (for a period of 2-5 minutes) if you applied more than one epinephrine within 10 minutes. Again, the main idea is to find a way to counteract its abuse by relating it to an effect it would produce in reality. 29) M7A3 grenade | Tear gas grenade (Credit to DUG) I believe that tear gas grenades would be an excellent addition to complement the use of masks in situations other than airstrikes or toxic zones. They should cause coughing, stamina reduction and eventually sock damage (unconsciousness without a default recovery until the gas wears off) if the players are exposed for too long. Of course, this could be repelled by using a gas mask with full filter, completely avoiding its effects. Particular attention should be paid to the area of action to avoid possible exploits where the smoke goes through walls, generating undesired scenarios. 30) Wash hands under the rain Being able to wash your hands when it rains (complementary to the idea of bringing back the “catch rain” feature, especially for maps like Livonia) would definitely be a QoL addition to the game. It wouldn't be invasive either (for the HUD) since you would only get that pump-up option if you have bloody hands and you are in the outside. They could even make it automatic without the need for animation. Bloody hands are probably the biggest enemy for new players, and if we add the rain, that first game may be impossible for them. Fighting each other may be a great option to leave only one active threat. 31) Rusted and static fire barrels around the map One of the simplest and most efficient attractions in maps like Namalsk is the presence of static fire barrels spread around the map where players can get together, warm up or cook. While this concept already exists with the indoor fireplaces around Chernarus and Livonia, the fire barrels provide a much clearer guideline and are generally found in large places, industrial areas and barns where you (and your group) can take a minute of rest, away from the urban areas. The suggestion is then to add those rusty, static fire barrels scattered around Chernarus and Livonia. 32) Bandaging | Continuous cycle when you have multiple wounds Right now, when we have more than one cut/wounds and perform the bandaging action, we have to complete a full cycle, finish the animation and then click again to start the bandaging animation again for treating the next wound. Although there are some “exploits” to speed this the “finish/start”, the ideal in my eyes would be that - as with other actions such as cutting down a tree, drinking water or getting planks from a plank pile - we could simply hold the LMB and the cycling would be continuous according to the amount of cuts/wounds that we have. I understand arguments like that there are multiple wounds and not always in the same place, however the animation is always the same, so it would not be something that could break any kind of immersion either. In other words, if you have 2 cuts, you just put a bandage in your hands, hold LMB and your character would perform two full cycles. If you interrupt the second cycle, you have only been bandaged once. 33) Logging in | Anti-ghosting + anti-glitching + anti-combat log I think it has happened to many of us that, being in a closed place, a player logs behind and kills us. In the same way, it is also frequent to chase a player into a building, waiting for the moment to rush their position and when we finally do it, they have disconnected without any actual indication to us. Although this suggestion would not be a definitive solution, I think it could help to prevent these situations and avoid the huge disadvantage it generates. What would this consist of? Adding a dark layout/vignette (as happens when we are regaining consciousness) that covers our screen and gradually expands until disappear along with a yawning sound (or any audio clue) would be an indication that someone has connected in the vicinity. On the other hand, the dark vignette / layout covering most of his (connecting player) screen for the first seconds after joining the server, would obstruct the ability to see through walls with the slow loading textures glitch that most of the low ends PC´s and consoles usually have. Clearly, it would not be a perfect system, but it would make ghosting, combat log and exploits associated with connections/disconnections less frequent. 34) Wooden Crates | Another general nerf suggestion This is a suggestion that I've been holding onto continuously by trying different approaches, because I really think that the wooden crates are very OP in a game like DayZ. I still believe we need a general nerf for wooden crates, therefore, after proposing a general reduction of its size and persistence time, the suggestion is now to increase the requirements for its construction, raising the number of nails needed from 16 to 32. 35) Actions over other players | Directional conditioning Actions involving interaction with other players should only be possible if you are face to face with them. We should not be able to feed players from behind, give them medicine or similar actions. Of course, there could be exceptions to this rule, such as tying another player or applying a bandage to him. 36) Improvised clock bomb | Crafting recipe Add the possibility of creating an improvised explosive device from a gas canister, tape, a grenade, metal wire and a kitchen timer. How could it work? First you should combine the duct tape with the gas canister, creating a new item called “Improvised explosive device” with tree attachment slots: 1) Explosive slot (grenade, flashbang, smoke grenade, etc.) 2) Metal wire 3) Timer. You can then add the required items, set the kitchen timer from 1 to 45 minutes and then attach it to the device so that, when that amounts of minutes have passed, it releases the spoon from the grenade and after a few seconds explodes. Because of its complexity and because it has a gas canister in addition to the grenade, its damage and explosion range should be higher. 37) Tents | Allow tents to be carried in player’s back I am sorry to be repetitive with this idea but I firmly believe that one of the main reasons why we do not find isolated bases scattered around the map (as historically happened in DayZ) as opposed to massive basebuilding structures, is because of the impossibility of transporting the tents in a simple way that does not necessarily require a vehicle. Both the military tents, the car tents and the canopy ones should be transported in our back taking the backpack slot. 38) Throwing items | Low throw alternative I know that this is definitely not a simple suggestion to implement, but I don't see it as impossible either. The concept is simple: once we enter the throwing stance after pressing G (PC), by moving the mouse wheel (as we do to change between optics) we can toggle between a normal – high – throwing stance and a low throwing stance from the waist. This could be particularly useful for throwing grenades at short distances, underneath structures or even to be able to throw random items at other players safely and without having items flying through the air. 39) Weapons attachments variation | Add the painted variation to weapons While I imagine there are already plans to add back the spray-paint that allow us to customize the weapons/attachments, it would not be a bad idea to have the color attachments already included in the random preset of some weapons as an alternative. This would add to the diversity and content without necessarily affecting the CLE. These attachments can either spawn in the world or for now only in the preset of the selected weapons. Many community servers (PC/Consoles) already have them added and they seem to work just fine. The only problems are usually with the colored mags. 40) Dynamic events | Abandoned night camps with fireplaces This suggestion is part of a larger thread that analyzes different alternatives to generate a reward for players who stay on the servers at night instead of just logging out, waiting for the day. Basically the idea is to take advantage of light sources during the night and link them with dynamic events. In this sense, it would be interesting that the “helicrashes” have a light source that makes them more "visible" during the night (like a beacon light that could also work with a radio signal) and, at the same time, the possibility of having other dynamic events such as “abandoned camps” with an active campfire where high value items can be found. I think it would add a lot of depth and ambiance to the game while providing access to the rewards of a dynamic event to players who choose to play even with the disadvantage of the night. 41) Snare traps against players | No damage + reduced mobility for 1 min The idea is to use this feature not only to hunt small animals (rabbits) but also as a trap against other players. How would it work? Of course some kind of animation/model would have to be added to the activated snare trap, but when a player step over it, it would attach to his leg (like a splint does) forcing the wounded walking animation for a whole minute. The affected player would then be unable to run full sprint and would be partially defenseless, even without having suffered any damage. 42) Vehicles water indication | More intuitive symbols While many of us have become used to being guided by the white smoke to determine whether a vehicle radiator has or needs water, it is quite common for new players to be confused by the unintuitive nature of the indicators. More precisely because while the fuel gauge shows a full tank on the right side, the water gauge seems to be the other way around. The suggestion is then to unify this representation of both gauges with the same criterion and maybe even add a red color to the indicators to make them much clearer. 43) Plate Carriers | Color variations I know it would be an absolutely secondary addition but very much appreciated for diversity, customization and content, the possibility of having different variants (textures) of Plate Carriers I think would be a nice addition to the game. It would not escape from the colors that usually wear these vests IRL (black, dark green, etc.) and it would not mean a huge work behind this item (it would be a simple retexture). 44) “Chemicrash” | Contaminated dynamic events Another feasible alternative for random dynamic events could be some kind of "chemical crashes" or "chemicrash". These could well be models of wrecked trucks that were transporting toxic waste in barrels from the toxic areas and were ambushed or crashed on the road. Naturally, this event should be followed by its respective toxic zone (with a rather limited radius), being only accessible to players with NBC equipment (or at least with an PO-X Antidote if you have a bit of skill), infected with NBC suits and loot rewards similar to helicrashes. The idea is to give more diversity to the use of NBCs and masks without this objective being limited merely to the toxic zones. 45) “Cooking” canned food | Water bath + increase its nutritional value The suggestion is based on the possibility of "cooking", or rather heating, canned food to increase its nutritional values based on the idea of comfort. The cooking method, to be consistent with what would happen in reality, would require a cooking pot filled with water, thus avoiding burning the can. They could only obtain the "cooked/hot" status by offering extra energy and/or hydration. It would be a good way to encourage the use of cooking methods and give more depth to this item. 46) Multivitamins Pills | Less quantmax While this has been changing over the course of the updates and vitamins are not as OP as they were before, I still feel that the minimum amount of pills is high enough that it is not valued correctly and ends up being overabundant. Currently, vitamins have a chance of spawning up to 10 pills, they are not very rare to find and can be stacked. The suggestion is simply to set a quantmax of 10% for this item, making it scarcer and therefore more valuable. 47) Long-Mid range Optics | Add a dark vignette Definitely not a new suggestion and I had already proposed it a few years ago, although not with this format. Basically what it aims to do is to add, in addition to the blur effect that ADS has with an optic, a dark vignette to provides with a more realistic and at the same time immersive approach. As you will notice in a suggestion below, I am not in favor of absolute darkness (as happens with the Hunting Scope for example), because it also ends up being quite unrealistic and immersion killing, so a simple darkness that forces us to focus on our target without obtaining much external information (although realistically one shoots with both eyes open) would not only be a welcome aesthetic and immersive change, but would give another spice to the pvp with ranged weapons. 48) Hunting Scope | Non-Full screen alternative view Following the same reasoning of the previous suggestion, and as I had already mentioned, we know that most (if not almost all) optics do not appeal to a "full screen" design where everything is black except for the reticle. On the contrary, the whole screen is zoomed to the optics, but what is outside it (sides) is blurred. It would be interesting and would look 10 times better if this would also happen with the Hunting Scope (see suggestion image), adding also the already suggested vignette. The effect and immersion achieved I assure you is gratifying. 49) Improvised metal sheets from vehicle parts Questionable suggestion but a suggestion nonetheless, I think it wouldn't be a bad idea to bring back the old concept of “scrap metal” to be part of some crafting recipes in DayZ Standalone. Of course not to the levels of DayZ Mod or games like Rust with extravagant crafting recipes, but something much more basic and limited. For example, with the possibility of turning car parts that we find in the world into improvised metal sheets to be used in our basebuilding constructions. Each car part (door, hood, trunk, etc.) would offer us 1 “sheet metal” that would be nothing more than the current sheet metal with a rusty texture. I understand that even if it sounds simple it is definitely not, but a similar concept that allows us to take advantage of the items along with a more apocalyptic atmosphere to the constructions (basebuilding) would be welcome. 50) Cutting trees | Two-step process (Credit to Derleth) In a nutshell, the idea is that when a tree is cut down, it will fall to the ground as it normally does, but without dropping the "reward" items yet (wooden logs, firewood). In order to obtain those, we must cut the tree again on the ground and it will then disappear, leaving only the wooden logs, firewood, long sticks and such. This would help to avoid unwanted clipping/collisions situations with trees and would also provide with a more realistic approach to the mechanics itself. 51) Shove away player/infected | No damage, 1 sec cold down, no stamina requirement (Not QoL) There are many things that could be improved in the melee system in DayZ, but where I notice a gap to be filled is when you end up cornered. In short, it is quite common to see players "stuck" without the possibility of changing weapons or resorting to attacks that slightly push the infected away to be able to survive that situation. Of course anyone could say that a good player would not have put himself in that position in the first place, but the game has to be difficult, not frustrating. For that, it would be interesting to consider the possibility of pushing away infected and even players, which would be the "default attack" when our stamina does not allow us to hit with our weapon or make a strong fist attack. This “push”, which should have a cold down of at least two seconds to avoid any abuse, should not generate any damage or take any of the stamina recovered away, could fill the gap that exists between unrealistically holding indefinitely a guard up against a wall until a friend comes to save us or die cornered against a wall without any resource at all. 52) Nerf to NVG's vision | Vignette intensity It is not the first time I suggest it and I am compelled to do so because I know that the game will at some point go in that direction. NVG's are too OP an element for a game like DayZ that aims for a balanced day/night gameplay. Not only because it discourages any player from playing at night in the presence of this item because also because the clarity of vision when using them and the lack of "blindness" from light sources. That is why one of the things that could be easily and quickly modified is its range of vision or vignette, to slightly punish the huge advantage obtained. 53) Encouraging nighttime play | Night wild life Once again, keeping the idea of encouraging night gameplay through “advantages” for the players, it would not be a bad option to consider increasing nocturnal wildlife in areas where they are not frequent during the day. That way, coyotes (alternative to wolves), white-tailed deers, foxes and other animals that IRL usually have a nocturnal activity, can be seen and found close to cities (even spawn cities). This would not only give an incredible complement of ambience (not to mention if you consider the population of glowing eyes in some of them), but it would translate into a much easier access to food sources for players who decide to stay playing during the night. 54) Better small containers | Add attachments slots (Credit to Florian) In all honesty, with over 10k hours in the game, I have never used a container to protect my items from external damage and I think very few players actually do it. Containers nowadays are more storage methods (buried) or inventory organizers rather than a protective piece of equipment. In this sense, the idea is to at least provide with a better utility in relation to their capacity and size. Right now, they can hold as many slots as they take, killing somewhat from any kind of benefit in carrying them (even more the ones that offers almost none protection). The proposal is simply: add more slots to the interior in relation to its size and/or add attachment slots to some of these containers to be able to carry more than their total slots, offering a real advantage when using them. 55) Gasoline | Used as kindling to start or keep a fireplace Gasoline should definitely be an item that allows you to light a fire without resorting to other types of fuel kindling’s. And even after the fireplace is on, you should be able to continue feeding it from "loads" of gasoline as it happens with the torches. This would re signify the use of bottles with gasoline or jerry cans for a survival purpose and not only related to vehicles. 56) Basebuilding | An electrical protective system (Not QoL) I'm not a big fan of basebuilding because I think it's a feature that consumed a lot of work from the development team and, in practice, it was never really one of the main attractions of the DayZ experience (not talking about Exile or the last part of the DayZ Mod). However, there it is and while it's a decent concept, it clearly has a lot of room for improvement. One of the things I have always proposed are the electrical protection systems to provide with a more balance experience with this feature. In other words, the possibility of electrifying the barbed wires once placed to make it difficult to even destroy them through regular melee methods. How could it work? Simply the same way Xmas lights work, one connects the barbed wires (disassembled) to a generator or battery and then attaches them to the fence/gate. This would generate an electric current to the touch, preventing their destruction through melee strikes. It would be a good element for base protection against offline raids and would also be within the real possibilities of the game with the current content. How could it be countered? An electrified barbed wire could not be disarmed with regular pliers and the player who touches it would receive health damage, shock damage and probably a cut. He should then either destroy the power source (generator or battery) or use rubber gloves (NBC Gloves) along with the regular pliers to dismantle them (giving a new use to this piece of clothing). I would have a lot more to elaborate on this topic, but as I said, I don't want to stray too far from quality of life suggestions. 57) Better skybox | Higher cloud intensity (Not QoL) I know this is a highly sought after idea and that there is probably some discomfort in comparing the game to previous versions in just one aspect, when in 99.9% of things it has improved tremendously. However, aside from any nostalgia or the idea that “all past times were better”, there is a reality and that is that the sky in DayZ has lost some of its appeal, probably founded on valid performance and synchronization reasons. It is also true that suggesting something without offering an applicable alternative is too easy for us (the community) but I think we all trust in the ability of the devs to find out a new approach to this and achieve more immersion with the skybox without the need of volumetric clouds. 58) Combined actions for Structures (Credit to Skigoggles) (Not QoL) Regardless of all the technical complexity of such an idea, the concept is still very interesting. The suggestion basically implies that certain actions (complex, big ones and generally associated with basebuilding but extendable to many others), can only be completed by two or more players working together. In this way, one player could initiate the action until 50% of it is completed and then, holding the click, another player should "help us" and complete the remaining 50%. Then the crafting/action will be successfully completed. The possibilities and alternatives are endless for this but, I repeat, what is important here is the concept behind it to force collaboration in complex actions and at the same time encourage interaction. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMATICAL ERROR OR POOR CHOCIE OF WORDS ENGLISH IS NOT MY NAVITE LENGUAGE
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You maybe heard of the minecraft server mod "MineZ", if not go looking here. It's literally DayZ just within minecraft and without guns. You still have to scavenge for food, search for equipment which randomly spawns etc. But the reason I post here is not to advertise, but to discuss certain features of MineZ which make it a more enjoyable experience than DayZ. Let me list those reasons here: The shouting distance is 250 blocks, which is like 2,5 miles in ArmA. Basically if you see them, you can talk to them. There is a universal "peace" sign, which is easily accessible and highly visible. If you log out, a copy of yourself stays at your current position. When you log in it vanishes. If your copy gets killed, you die as well. The copy stays for 5 minutes. Upon logging out you receive a 30 seconds ban. If you log out multiple times in a row the ban-time increases and resets again if you don't log out for a while. If you die you get banned for a minute. If you die again in an hour the banning time increases rapidly. When someone murders a fellow player, a global message appears reading "X killed Y" and you see the names of others when you hover over them. So let me explain why I think those small adjustments make MineZ more enjoyable then DayZ. 1. By being able to communicate with somebody as soon as I spot them, it is much easier to identify their intentions. If they don't respond they're to avoid. You can also team up easily with strangers, while inside a town, because everyone in town hears you and not just those in the same room with you. I think this should be relatively easy to implement somehow. 2. Blocking with your sword is for MineZ, what's the question "friendly is for DayZ. It is highly visible even from afar and is fast which makes it great if you stumble upon someone else in a house. In DayZ we also have the option to salute, but the problem is, it's clunky, takes long, leaves you vulnerably and only works with a main gun equipped. This is what makes saluting a terrible option, when you run around a corner and meet a equally scared survivor. I'm not sure how a similar feature could be added to ArmA. 3. & 4. This is the ultimate solution for ghosting, combat logging and loot hopping. Period. If one gets mauled by zombies and disconnects? His copy gets mauled. If you ambush a group and they try to ghost themselves to victory? They get themselves banned for several minutes while you snipe their lifeless copys. Those guys sitting in a fire-fighter station just switching between the servers, farming his "starting" gear together? Well it will take a lot longer if they have to wait 15 minutes after their third relog. 5. In MineZ there are fixed spawn-points, 150 people per server and lots and lots of deaths. So the spawn areas are pretty cramped, I'm not saying this is good, but you'd think it is a massacre, because everyone starts with a weapon. In DayZ it sure would. 12 guys with guns in a place? One of the will go nuts. The death ban increases something like this: 1 min, 2,5 min, 5 min, 15 min etc. And gets reset if you don't die for an hour. So if some survivor starts going ape shit crazy at the spawn area, he'll get banned for a while after a few deaths. In DayZ this would also counter those who spawn, collect a basic weapon and then start hunting for other players for the fun of it. 6. When I say that we should add a "who killed who" message and showing the players name, I'm sure some of you start screaming "This is unrealistic, you wouldn't know in reallife, etc..." But we all agree that the with the bandit skin we could at least figure out who was NOT a manhunter, those without a bandit skin, and that it is now just "fire on sight". Games just try to emulate the real world, but they need some "unrealistic hacks" to convey information which they can not simulate. For example 3rd person is a great solution to make up for the lack of spatial awareness in games. In DayZ, right now, we can't even tell our friends apart when they have similar skins. This is neither fun nor realistic. Therefore adding names when you look at them would make DayZ, in a way, more realistic. By displaying informative death messages people who kill a lot will get noticed. Everyone gets a kill once in a while and that won't disturb anybody, but if you see three or four kills by the same guy you be sure he's sniping. Also going sniping will still not brand you as a bandit/killer, because only those currently on the server know about it. You have to build up a certain kind of "fame" before people recognize you as a bandit. Just like in reallife. We just created something like a "meta-humanity-system". yey
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So i run a server and i keep getting this error cuz im editing the files and i finally got vehicles to spawn after a while and now i keep getting this error. I got my server through gamingdeluxe.co.uk and how do i disable this ghosting? I saw somewhere it said to edit in the init.sqf file but i cant find that file CLOSE LEGIT JUST FOUND IT
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Russian mutant cows, weird respawn, ghosting noobs met karma and more :)
Toperek1990 (DayZ) posted a topic in Gallery
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Hi all, I'm seeking some help from the DayZ mod community. I ran a server using our own custom mod, the mod closed down around 6 months ago now, we have been approached by another community and they have asked if they can use the mod. We have allowed them and are now setting it all up for them on there machine. So we have set it all up now and have gone to join the server, I am now seeing and error on the splash screen saying checking for ghosted player, I have checked the RPT and found nothing, I have also disabled this in the init.sqf as you can see below //Gamesettingsdayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disableddayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disableddayz_enableGhosting = false; //Enable disable the ghosting system.dayz_ghostTimer = 0; //Sets how long in seconds a player must be dissconnected before being able to login again.dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limitsdayz_DisplayGenderSelect = 0;dayz_spawncarepkgs_clutterCutter = 2; //0 = loot hidden in grass, 1 = loot lifted and 2 = no grassdayz_spawnCrashSite_clutterCutter = 2; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grassdayz_spawnInfectedSite_clutterCutter = 2; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass dayz_enableRules = false; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animationsdayz_POIs = true;setViewDistance 1200;0 setFog 0;dayz_ForcefullmoonNights = 0; // Forces night time to be full moon. Now the mod is running an older version of DayZ (1.8.2) I want to know if there is any way round this on this build or if I have to merge the mod with 1.8.5 to get it to work, I have google the crap out of this error and found a few different fixes both client side and server side. Any help any one can give me would be massively helpful. Thanks all. -edit So I have been doing some more digging and i'm finding all sorts of things that may be coursing this issue, firstly in the RPT file I have this22:38:48 "ERROR: Cannot Sync Character Tom Harris as no characterID"So I have looked around and that's all telling me that the steam beta patch needs ports opening, which they are! I have checked the firewall and all incoming and outgoing ports for steam are open, I have also made sure that everything in the server.cfg is correct, (I think so anyway). //ArmA2 OA : 1.63 SETTINGS steamport = 8766; steamqueryport = 27016; I know that this is getting old etc but its really frustrating knowing that its all set up but these few little things are stopping the MOD. Please can some one cast a light on this and help me out!
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Much has been discussed about it. I'm just brainstorming a bit. Maybe there should be some kind of penalty (at least not worth changing your position in a 'magical' way) when you leave a server and join the same server at a different position (maybe with a tolerance of 3 metres 3D distance) within 15 minutes, no matter how many other server have been meanwhile. (Btw, using fired bullets near you to determine whether you are combat logging is quite stupid and very unrealiable. Don't know who came up with this first.)
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A lot of things my group wants to do are ruined by ghosting. It makes it pretty much impossible to trap someone in a building or hold someone hostage when they can just ghost to a different location. What can be done to stop ghosting? I know you can buy a private server but I'd hope the only solution planned is to force users to buy private shards
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Location change when switching servers
EzyStriderPS4 replied to General Zod's topic in General Discussion
Plenty of reasons to change servers I suppose.... I play on one server usually, so I’ve not run into that problem often, rarely due to a bug. Server position change is necessary, however. I remember the ghosting days. The spawn locations are about as good as can be at this stage, @General Zod. The thing that shouldn’t be in place anymore is the infernal extended timer! What is the point of a 75 second wait time when swapping servers? Seems like punishment for just playing the game. -
I have ghosting terrain when I set rendering reso to 100%
RAM-bo4250 posted a topic in Troubleshooting
Hey guys, hope you can help. I have my UI resolution set to 1920x1080 the native resolution of my screen. However, when I change my rendering resolution to 1920x1080(100%) I get ghosting terrain. It goes away at the next lowest rendering reso (88%). Is it important to have this at 100%? Am I losing graphic quality. I'm not getting any blurriness at the 88%. Anybody have any ideas? Thanks in advance for any replies. -
Pretty simple suggestion. Do not allow people to spawn into a server if there is already a player within 100m of the place you are attempting to spawn into. This would stop ghosting to some degree .
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What exactly is ghosting and how is it done? First off let me get things clear and say I will not be ghosting unless it involves hackers because I have died to hackers twice before and I'm tired of it. So, I've tried doing it once before but it didn't work? I left my server i usually play on and went to a different one and it set me a new spawn rather then keeping me at my old location? So, how exactly do you do it? Do certain servers only work for certain servers? I'm confused?
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Sorry if there was already a thread on this, I didn't see one but I admittedly didn't look so hard =P http://www.reddit.com/r/dayz/comments/2742is/once_base_building_is_added_how_will_they_go/chx7hn0?context=3 So this seems like a pretty straightforward solution. I could see potential issues if the footprint of the zone is poorly defined, but hopefully they make it extend past the actual structure. Potential issues with say, barricading a single room in an apartment/multistory house could arise (does this zone register vertically? That could cause issues with logging out above/below), but perhaps that just won't be a possibility or their system will be good enough for it to work. We'll just have to wait and see!
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Has anyone else noticed that heroes have no shame in ghosting? I never have seen so much ghosting on a consistent basis than when you kill a few people when my friends lock down an area and the dead players probably complain to friends/heroes because every night we see highly geared players magically spawn right behind us minutes after almost half our kills. Its fucking ridiculous. My friends and I get greatly immersed, locking down areas by interacting with people who roll through.... Soemtimes we kill if they ont follow simple commands.... But we play legitimately without ghosting which is cheating. So to all the so called heroes who ghost in behind players using cheated intelligence to pathetically try and get the drop on peope who legitimately killed your friends or random people on your server........ You are pathetic cheaters.
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Can admins kick you for suspected server hopping/ghosting?
thequantum posted a topic in General Discussion
I noticed this server in the host list, which bans server hopping and ghosting. Do admins have the authority to ban people from a public server for this? I logged in to a military base for the first time and was kicked within 30 seconds. I was planning to snipe people from the tower, but I was not server hopping. I suspect I was kicked for suspected server hopping. I then logged in again, and was kick/banned. I would suspect server hopping is possibly under Rule 12 from http://forums.dayzgame.com/index.php?/topic/62195-server-hosting-rules-updated-3009/ however it doesn't seem to me like logging in inside the military base is justifiable evidence of server hopping, as required under the "solid evidence" clause. -
Hey guys, as a server admin I've run into a few challenges, most of which have been possible to find solutions to online. However lately, an issue that has been in the back of my head for a while has proved difficult to find the answer to. The implementation of timeouts for server hopping is great and all, but in prolonged firefights (ones lasting from 10-15 minutes to an hour) ghosting is still a possibility and a nuisance. I know how to kick/ban people, but how to tell what player is guilty? On highly populated servers people join and leave all the time, and keeping an eye on the player list alone won't give anyone an overview of who joined when and where. The server logs are difficult to read as well, and promising to ban any player caught ghosting seems moot when there is no way to know who the ghosting players are - there are no notifiers to tell a person who killed you, and "check pulse" will in most cases only give you "Unknown identity has no pulse.." instead of an actual nickname. Is there a way to read the server logs to see who just killed who, for example? Or are there any improvements in the works to tell; Who killed me? Who did I just kill?I feel this is a very important issue for anyone running a server (which, for the record, is an expensive affair), trying to prevent and ban ghosting/cheating. Any feedback would be highly appreciated.
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Battle Eye Doesn't thwart hacking. Also a mention on Ghosting.
shaeg posted a topic in General Discussion
There was a guy on my server who kept getting kicked for hacks by battle eye. I could read him getting kicked over 15 times for "hacks #38" So apparently people are hacking and just getting away with it because battle eye seems to not care at all. The same person, same name ZombieLand something logged back on over and over. I then found him. The only other person on the small server I was in. I was in electro trying to find better melee weapon than a wrench when I ran into him standing in middle of intersection by the police station. I said hi with my gun drawn. He just stood there. He replied,"hey just gathering some things. I ran into the police station after saying bye and went upstairs and saw a Mosin. Started running towards it. and ...it vanished. Just gone. In fact there was nothing in the entire police station anymore including the assault vest i walked past. I went back outside and he was standing there this time with a zombie attacking him... He didnt seem to die. I shot at him this time thinking cool Im going to kill a hacker. But he just stood there. Then he disappeared. About 10 mins later I saw him get kicked again for the same reason "Hacks #38" sure enough though...he was back a few mins later. This is depressing. I feel battle eye should be a little more harsh. Ghosting: Later that day I was being shot at from someone on a hill. I ducked for cover and returned fire with my mosin/PU scope. I hit him in the legs saw him go down behind a tree. He fixed himself up and tried to run to another location, He took 2 in the back and I saw him bleeding bad. He made it behind a rock and i didn't see him for awhile. I carfully panned the area and waited, in my nice safe spot. A min or 2 goes by and I turn around just in time to see same guy with a red bandana/paydaymask and mosin with scope appearing behind me... I KO'd him and took his weapons and pants and all his food. When He regained consciousness i called him out on it and he just laughed and said he was a different person. 3 people on server....... red bandana/payday mask and same gun.... Is there future plans to curb this behavior?