Lucas Calixto 0 Posted April 17, 2021 Bohemia, if you buy or acquire the rights of Dayz expansion, you would not solve the problem of authorization of consoles with third-party mods, and then you would be putting the contents of dayz expansion into the game on the consoles as normal updates that you already do, even if only the weapons, the trade system and the clothes, you don't need to put the giant modifications of the maps that exist in the mods, only the weapons, clothes and the trade system, it would be enough for us on consoles, because it is very boring playing Dayz on consoles is very repetitive, few weapons, few clothes, it makes the game too repetitive. That way it wouldn't be possible to insert the mods into the console? Share this post Link to post Share on other sites
DefectiveWater 539 Posted April 17, 2021 (edited) Short answer: No, but... Long answer: No in a sense that I don't want mods to be directly ported into the game, but you have a good idea and they should take a look at some "vanilla-feel" mods and add stuff similar to those mods, BUT it should not affect game balance in any bad way (no OP guns, no OP armours). Consoles are missing out on a lot of cool stuff (vanilla PC too). Game is missing some stuff that makes the game feel alive, that makes it feel like an actual realistic world and that is variety. 1.12 added various types of new foods, and that's amazing for the immersion, and things like that I would like to see more of. 29 minutes ago, Lucas Calixto said: clothes and the trade system, it would be enough for us on consoles, because it is very boring playing Dayz on consoles is very repetitive, few weapons, few clothes, it makes the game too repetitive. Agreed, game is missing exactly that, not OP guns (pioneer is a good addition, now we just need semi auto only 5.56 that is slightly less rare than m4) , or new calibers, it's missing variety of the existing stuff that makes the world believable and not too repetitive. I don't want to list all the possible ideas, just more of the "vanilla" stuff would be nice, stuff that fits into the game like: Hunting gloves/vests or Green plate carrier or a basic scarf or normal gloves (not working, not combat, not tactical, just normal warm gloves). Trade system, idk, dropping loot on the ground and trading that way feels more organic to me than a pop up UI does. To give an example, something like this: https://steamcommunity.com/workshop/filedetails/?id=1797720064 Now I'm not saying they should blatantly copy it, but that's kinda stuff I want to see. Also, could you guys make Bandana masks usable as armbands (no insulation, obviously), it would give more variety for armbands. Edited April 17, 2021 by DefectiveWater Share this post Link to post Share on other sites
Widowmak3r1989 2 Posted April 18, 2021 11 hours ago, DefectiveWater said: Short answer: No, but... Long answer: No in a sense that I don't want mods to be directly ported into the game, but you have a good idea and they should take a look at some "vanilla-feel" mods and add stuff similar to those mods, BUT it should not affect game balance in any bad way (no OP guns, no OP armours). Consoles are missing out on a lot of cool stuff (vanilla PC too). Game is missing some stuff that makes the game feel alive, that makes it feel like an actual realistic world and that is variety. 1.12 added various types of new foods, and that's amazing for the immersion, and things like that I would like to see more of. Agreed, game is missing exactly that, not OP guns (pioneer is a good addition, now we just need semi auto only 5.56 that is slightly less rare than m4) , or new calibers, it's missing variety of the existing stuff that makes the world believable and not too repetitive. I don't want to list all the possible ideas, just more of the "vanilla" stuff would be nice, stuff that fits into the game like: Hunting gloves/vests or Green plate carrier or a basic scarf or normal gloves (not working, not combat, not tactical, just normal warm gloves). Trade system, idk, dropping loot on the ground and trading that way feels more organic to me than a pop up UI does. To give an example, something like this: https://steamcommunity.com/workshop/filedetails/?id=1797720064 Now I'm not saying they should blatantly copy it, but that's kinda stuff I want to see. Also, could you guys make Bandana masks usable as armbands (no insulation, obviously), it would give more variety for armbands. I like the idea of new variety of existing stuff. I wish they could implement something along the lines of BBP (base building plus) that mod would open up a lot more to base building. Also id like to see more variety of camo's they have flektarn and DPM camos in the boonie and assault packs but nothing else. would like them to be added into combat jackets. Also I like the clothing from that link you posted. That would bring more of an apocalyptic feel to the game. The trader UI id like to add in or give us a map editor app like they have on steam so that I can edit the server the way my community on our server would like. As we are a RP server we have a story line and in that story line a number of the population have created a community in a town which has been walled off and has a police force as well. This was annoying for us as it took us forever to build fences round the whole town and flag poles just to keep the fences there. If we had a map editor so we could place buildings or walls or whatever round the map that would be great. instead of having the server lag like hell due to the fences been built for the town. But like i said i like your ideas and wish they would listen to the console community and implement some of the ideas we all have Share this post Link to post Share on other sites
DefectiveWater 539 Posted April 18, 2021 (edited) 59 minutes ago, Widowmak3r1989 said: I like the idea of new variety of existing stuff. I wish they could implement something along the lines of BBP (base building plus) that mod would open up a lot more to base building. I feel like base building needs an overhaul (what doesn't need an overhaul in this game...), the standard wall/gate sizes are too big for some of the doors, and especially too big to cover windows. My proposal is that the system should work like this: 1. player selects starting point of the wall 2. player select ending point of the wall 3. if there is something in the way, player can't build 4. game gives you a prompt of how long the wall is, and how many resources it would take 5. distance between first and second points should be either the same as vanilla OR longer/unlimited to make building a layout of the base much easier 6. game automatically scales down the visual size of the wall to fit the size limits specified by the player (pillars on the ends, wall in the middle with additional pillars if the length is longer than X distance) 7. game automatically scales the number of planks, nails and stuff to fit the size (say, wall 50% of the size of the normal wall should at least use 50% resources of a normal wall) 8. if the wall is longer than vanilla, game should automatically divide long walls into smaller segments (prompt in 4th step should inform the player of segment sizes, because size = durability that are either approx vanilla size or smaller (long walls that I mentioned in the second part of 5th step) 9. walls smaller (50% size) than vanilla sizes should also have less durability (50% durability) (ideal for boarding up windows, but not entrances) Edited April 18, 2021 by DefectiveWater Share this post Link to post Share on other sites
Widowmak3r1989 2 Posted April 18, 2021 30 minutes ago, DefectiveWater said: I feel like base building needs an overhaul (what doesn't need an overhaul in this game...), the standard wall/gate sizes are too big for some of the doors, and especially too big to cover windows. My proposal is that the system should work like this: 1. player selects starting point of the wall 2. player select ending point of the wall 3. if there is something in the way, player can't build 4. game gives you a prompt of how long the wall is, and how many resources it would take 5. distance between first and second points should be either the same as vanilla OR longer/unlimited to make building a layout of the base much easier 6. game automatically scales down the visual size of the wall to fit the size limits specified by the player (pillars on the ends, wall in the middle with additional pillars if the length is longer than X distance) 7. game automatically scales the number of planks, nails and stuff to fit the size (say, wall 50% of the size of the normal wall should at least use 50% resources of a normal wall) 8. if the wall is longer than vanilla, game should automatically divide long walls into smaller segments (prompt in 4th step should inform the player of segment sizes, because size = durability that are either approx vanilla size or smaller (long walls that I mentioned in the second part of 5th step) 9. walls smaller (50% size) than vanilla sizes should also have less durability (50% durability) (ideal for boarding up windows, but not entrances) I like the sound of that as the one size fits all concept is stupid. IRL you wouldnt use one size for everything. Also there shouldnt be much conflict in building like on slopes as in IRL youd adjust the fence/wall to accommodate the angle of the slope. The BBP is a great idea as it opens up the building variety to include bricks, cement, roofs, windows, doors. They have bricks in game as they are scattered round construction sites. they could add it in like they do with plank piles. it would be a nice change to see what you can build with bricks, walls, roofs, doors and windows instead of the wooden fortresses built round the map. Share this post Link to post Share on other sites