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foxdie_01

My Ideas

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Some ideas, i apologise if these have been suggested before, and makes assumptions the game is fixed and items cant be duped or scripted in:

You can take the clothes from everyone. Taking clothes from zombies increases the chance of getting an infection. Clothes are perishable causing your heat to go reduce quicker depending on there state of repair.

Military zombies harder to kill. But reward is greater clothes wise (stab/bullet/flak vest). Gives you a reason to hunt zeds.

Fishing, gather the rod and tackle from loots spawns to add fishing in ponds for food and the odd rare thing (something important thats only found in ponds making this a necessity for end game). You could make a mini game out of this. i suggest just getting a result every 5-10secs with the chance of it being something about 50% (damn those empty tins and whisky bottles)

Have really aggressive CDC guys in hazmat suits spawn in small groups (or around helicopters) that are shit hot shots and shoot on site. Hazmat suit lootable – reduces chance of infection to 0% and have built in NVG capability but are bright yellow and big.

Trade stations and generally some in-game currency (fall-out bottlecaps). Connects you to the global trade network where people are selling various things. Gone off this idea. Replaced with:

Add currency which is found on survivers and dead zeds, this can be used in vending machines, you would get food from grocery stores, medical in hospitals, and weapons from gunsmiths. Vending machines contain all common and one rare and contents change daily. (gives you a reason to kill zeds)

Make the guns much rarer. And have homemade weapons more common. Parts for a bow, spear, knife, flint axe, etc These should be upgradeable, for instance burning a in a fire place for extra power, different string options, from common vines, to fishing line, to high end carbon bow strings.

Most guns are found in vanilla form allow us to add attachments, reflex, silencer, scope, doorknocker etc. Attachments are rare, perhaps only found in gun vending machines for a large number of currency.

Allow us to harvest the wilderness for remedies to illness, broken bones. Basically anything there’s a medicine for, there’s a bush that does the same thing. Also allow us to poison our weapons with poisness bushes and fish (see above). Even add the ability to plant your own plants that fruit every X days.

Allow us to make bush-traps. For both animals and people. Setting a trap and leaving it in an area and going back to 12hours later it gives an percentage chance of capturing an animal of different types. Capturing a peer leads to broken bones. Again parts for traps are found like home made weapons. Nets, counter weight, stick etc. Animals can be stolen from other peoples traps.

Create water traps that collect water when it rains.

Guns are perishable items like in STALKER making powerful sniper rifles more prone to damage meaning mr.bandit has to work hard and not waste shots on noobs.

Have peoples facial features reflect the ammount of time in the wilderness, a guy whos been alive for 6months is going to have a full beard, while a noob will be clean shaven and pearly white.

Wild animals that are hostel. Bears, Mountain lions, etc Sound indicating you are near a venomous snake (a rattle or something) if it gets too load you’ve moved in the wrong direction and you get poisoned, need to then find a remedy before you run out of blood, either medical or bush remedy.

Rare zombies beasts (infected animals) that roam the widerness looking for survivers.

Zombies bird flocks that require you to take cover or risk being spotted and pecked to death.

Allow us to take cover in tents.

Allows us to create our own simple homes/huts/holes, in combination of the farms idea above, perhaps people will create surviver villages.

Option to spawn as a zombie (or even the rare super zombie).

Dead Charactors become zombies after X number of hours, retaining any loot left on them and the point of tranisition. Allowing them to be killed and looted.

Edited by foxdie_01
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Well, that quite a list.

In short - More interactivity would be good - such as fishing, clothes, herbal remedies - but seems pretty hard to implement.

Things that are supposed to be coming - Guns that jam (not degrade), changes to appearance, possibly wild animals, underground bases (confirmed).

As for 'zombeasts and zombirds' - ah, no. Just doesn't fit with DayZ, for some reason. IMHO.

And taking cover in a tent seems a bit odd, given the chances of canvas deflecting a bullet is pretty much zilch.

But on the whole, good work. Nice to see soemone thinking about the game. Keep it up!

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Sorry the taking cover in tent is to save heat loss, and reduce food/water usage, as moving into a building does now in dayz. Not suggesting its used for cover as in sandbags etc.

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Some of these are fine, and would probably tie in fairly well if they were done properly. But I find a large portion of your ideas do not fit into this "social experiment" at all, and one I was particularly amazed at how terrible it would fit into the game. Namely, your idea of "vending machines". So, in this empty, barren wasteland there are numerous vending machines which magically contain rare and useful items (and somehow weren't destroyed) which change loot every day by themselves. Then, you can collect a currency and spend it in these OP vending machines. This would just wreck the system and I believe it would practically ruin gameplay for the majority of users. As well as this, something like this would probably happen:

1) Go to Cherno or Elektro, sit in a church/building and open fire with a cheap gun like the Lee Enfield or Winchester on the zombies. Could easily gather 10-15 clips in a short time span and use them all up.

2) After collecting the masses of credits, these could be spent on more ammo (probably more than what it took to kill the zombies) and repeat the process

3) After about an hour, probably have enough money to splash out on massive backpacks, high-end medical supplies, and millitary-grade guns and loot

I could spend a paragraph whining about how much I detest this idea but I think I've expressed it enough.

Now, your idea about fishing grabbed my attention. However, it would have to be limited to certain spots and be nerfed down substantially so people couldn't just infinitely gain high-end loot by simply sitting and spamming their mouse button. I think something along this would work:

Every 30-60 seconds, there's a 30% chance for something to be caught.

50% chance for trash loot

20% chance for a raw fish

~3% chance for a canned food/soda

~1% chance for some rare-ish loot (maybe medium-grade ammo like CZ-550)

Something along those lines. Even if not any other loot apart from fish, I like the idea of having another renewable food system so people aren't forced to simply hunt for meat off animals.

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Some of these are fine, and would probably tie in fairly well if they were done properly. But I find a large portion of your ideas do not fit into this "social experiment" at all, and one I was particularly amazed at how terrible it would fit into the game. Namely, your idea of "vending machines". So, in this empty, barren wasteland there are numerous vending machines which magically contain rare and useful items (and somehow weren't destroyed) which change loot every day by themselves. Then, you can collect a currency and spend it in these OP vending machines. This would just wreck the system and I believe it would practically ruin gameplay for the majority of users. As well as this, something like this would probably happen:

1) Go to Cherno or Elektro, sit in a church/building and open fire with a cheap gun like the Lee Enfield or Winchester on the zombies. Could easily gather 10-15 clips in a short time span and use them all up.

2) After collecting the masses of credits, these could be spent on more ammo (probably more than what it took to kill the zombies) and repeat the process

3) After about an hour, probably have enough money to splash out on massive backpacks, high-end medical supplies, and millitary-grade guns and loot

I could spend a paragraph whining about how much I detest this idea but I think I've expressed it enough.

Now, your idea about fishing grabbed my attention. However, it would have to be limited to certain spots and be nerfed down substantially so people couldn't just infinitely gain high-end loot by simply sitting and spamming their mouse button. I think something along this would work:

Every 30-60 seconds, there's a 30% chance for something to be caught.

50% chance for trash loot

20% chance for a raw fish

~3% chance for a canned food/soda

~1% chance for some rare-ish loot (maybe medium-grade ammo like CZ-550)

Something along those lines. Even if not any other loot apart from fish, I like the idea of having another renewable food system so people aren't forced to simply hunt for meat off animals.

Thanks for reading.

I think in the longer term the game will/should develop settlements of survivers. Any civilised settlement will have people doing certain roles, whether it be camp defender, farmer, fisherman trader etc - this creates a need for a currency for trade between players etc which is hard coded into our western mentality, and is perfect to help set the precedent up front by introducing a currency to help things along to begin with - which to me is an amazing social experiement to me. (i just thought that food should have less affect the more you eat it the same item, making a need for variation in diet a neccessity making the need to seek out alternative food sources/trade) (you will need to introduce a lock box or something that a trader can store wares between being active without it (without great difficult) being stolen). Remember the game is based on a radom and rotation loot system anyway, to suggest that a vending machine is the only thing in this world that cant contain random loot is unfair.

You could make it a bit more interesting to have "power" the building up first using a jenny that needs fuel. Again, such places will be prized locations, and will often have settlement in or around them. But without something that the currency can be spent, or "luxury" items theres no intention to set up such as system. The "vending machine" idea gives traders and "treasure hunters" a reason to take up that line of work, creating a news ways and reasons to play the game.

For example, the chance of finding 1credit on a dead zombie is 50%. Buying a clip of 1 round is 1 credit. This makes it finicially unviable to harvest zombies* as a primiary way of earning cash. Meaning people have to either raid high cash loot locations, banks, shops where the areas of danger are increased appriopiately via zombies and the fact the locations are rare and so be a focal point for PVP. Contiuning the example, a sight for a gun will cost 1k credits.

*And im hoping that zombies aren't respawnable/harvestable like they are in Dayz the mod, so im also assuming the infinite respwaning is removed and replaced with a more practical system, no likes clearing an area just to see zeds respan in front of your very eyes.

Im unsure on the other areas you are not keen but im happy to develop/explain ideas further to see if they can satisfy a majority.

Edited by foxdie_01

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