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bluecrackers

Day z mysteries/storyline

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So I was doing a little research into the "mysterious radio broadcast" and thought it would be a great idea if dayz had a storyline to it. I think something along the lines of finding certain items in the game (like the radio) that give certain clues as to what happened in the story. Now these items would have to be moderately rare and there would have to be alot of them so people don't find out what went on in chernaurus/the entire world, that is if the apocalypse affects the rest of the world...... (dun dun dunnn).

Now some people will eventually piece it all together and just post it online but to make it a bit more interesting there should be red herring items. Items whose clues turn the story in a different direction from what is actually true. The devs should also never reveal the true story so that you have lots of different people being thrown off by the false clues so we end up with all kinds of different theories.

I think implementing this would benefit the game greatly. Most people know that to make a good game you need a good balance of story and gameplay, well right now day z is all gameplay and no story, and what is the main basis of the gameplay right now? That's right, loot. So what better way to implement a story than through loot? Day z is an awesome game already but think of how awesome it would be with something like this? Lets be honest sometimes hiking from place to place in search of loot that you've probably already seen can get pretty stale and boring at times. Plus just imagine how this would affect the community, we'd have people working together to piece together clues not only on the forums but in game too.

Here are some ideas on items I think would be cool to use for this:

Government documents: found in barracks or on certain types of zombies and could contain info on millitary operations in the days leading up to the apocalypse.

Tattered letter: Maybe written by citizens or soldiers and could have any sort of information in them.

Damaged videotapes: could have anything on them really, documentation of biological experiments, eyewitness accounts of the outbreak, anything.

Damaged audio tapes: pretty much the same as videotapes but with only distorted audio.

Feel free to post your own ideas for items like this.

I'd like to hear any thoughts you guys might have on this. :)

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I wanted to start a thread about something semi-related: Horror elements.

When I first read that radio thread, I had chills running down my spine and I was immersed while reading on the forum. I also had similar radio transmissions running in YT to learn a bit more about those types of transmissions and the sounds/voices creeped me the fuck out.

#1 immersive game so far for me has been Amnesia: Dark Descent, and I didn't even finish the game because I was too much of a nerve-wreck. Fear of the environment directly immerses the player into the world. I think DayZ has way too little horror in it.

I was quite frightened by zeds when I was a noob, but after a few hours/days it all became "meh". I think it was my second or third day playing and it was nighttime--pitch black--and I was lying in the woods close to Rog or Zub castle. I couldn't move a mm because of severe paranoia and fear of roaming zeds and players, and it had more to do with the fear itself of the experience of meeting someone or something you do not wish to meet than it had to do with any kind of gear or whatever, that made me want to survive and stay hidden, safe.

I can't stop playing this mod, but only because I constantly try to convince myself I can progress in the game by building myself a base or just being creative and adventurous. But in reality, alpha state considered, I think there should be more focus on atmosphere, all that comes with that, and more sandbox tools (the underground structures for example, or camouflage for vehicles and tents, a bigger and more dynamic world, shovels and a way to stack objects to create walls and structures, etc). I want Rocket to try and make the atmosphere as similar as possible to what is portrayed in the front-page trailer (just rewatched it, I had forgot how awesome it is) while giving as fundamental tools as possible for players to change the world within the game (hello empty plains).

I'm a little tired, atm; haven't slept for a day or two, so sorry for any incoherence in my post. I have so many ideas, suggestions and observations about this mod I don't know what to do with my head. I'm just ecstatic about playing with this project that is created and developed by someone who thinks so much like me. Everything Rocket says in interviews and such is so hilariously close to what I want to hear (and I am mindful of the selective hearing phenomenon, lol) that I want to log in for another play-session every time I listened to him, even if I've been playing for nearly a full rotation of the earth.

Edited by Athrins

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