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Hi, my friend and I have played a total of 4,000 hours of DayZ, and here are some features that could be added: Bases are currently very fragile. We can't stack walls two levels high or build roofs, and there are no simple traps to use when someone approaches the base—it shouldn't just be about relying on grenades or landmines. We also can't put windows in base walls. Furthermore, if we die while we're 4,000 km away from the spawn point, how are we supposed to protect our base? Maybe there could be a "base kit" or some sort of spawn point mechanism—even if it's just a one-time thing—to let us respawn there. If that sounds too absurd, at least making the bases sturdier would help; that way, the base could hold out until we manage to get back after dying.
Hi, my friend and I have played a total of 4,000 hours of DayZ, and here are some features that could be added: Bases are currently very fragile. We can't stack walls two levels high or build roofs, and there are no simple traps to use when someone approaches the base—it shouldn't just be about relying on grenades or landmines. We also can't put windows in base walls. Furthermore, if we die while we're 4,000 km away from the spawn point, how are we supposed to protect our base? Maybe there could be a "base kit" or some sort of spawn point mechanism—even if it's just a one-time thing—to let us respawn there. If that sounds too absurd, at least making the bases sturdier would help; that way, the base could hold out until we manage to get back after dying.
Hi, my friend and I have played a total of 4,000 hours of DayZ, and here are some features that could be added: Bases are currently very fragile. We can't stack walls two levels high or build roofs, and there are no simple traps to use when someone approaches the base—it shouldn't just be about relying on grenades or landmines. We also can't put windows in base walls. Furthermore, if we die while we're 4,000 km away from the spawn point, how are we supposed to protect our base? Maybe there could be a "base kit" or some sort of spawn point mechanism—even if it's just a one-time thing—to let us respawn there. If that sounds too absurd, at least making the bases sturdier would help; that way, the base could hold out until we manage to get back after dying.
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I think he means by placing them one on top of the other; like a watchtower without the bases.
If that's what he means; then this is not possible, the fence kit placement logic ignores fences as assets, only detecting them as static objects.
Knowing now what the devs plan to do with base building in the Badlands update; I'm very motivated to make my base building mod, because they're still different enough to not be replicating features.
If you're interested in seeing what that might be like; you should show your support to the development team and like this comment, maybe also leave a comment saying that you would like to see the DayZ tools released in a system agnostic, standalone (non-steam) binary.
Spawning back at your base is not canon DayZ; the core foundation of DayZ is "permadeath" once your character is gone; they're gone. Effectively every new spawn is a new person, even though there are only roughly 20 phenotypes ,(which happen to be immune), present at this time in chernarus.
I have seen tripwires and landmines provide good defense for bases; but I do agree with your other points that there could be more. It would be cool if there were more.
I already have some ideas, down to the logic, of how this system could be improved immediately, and how it could be expanded on to be a new system entirely. (And it will be cheap enough system-resource wise that you won't notice any change in performance with any other mods you like.)
If you're interested in seeing a mod that does what you want; you should show your support to the deveopment team and like this comment, maybe also leave a comment saying that you would like to see the DayZ tools released in a system agnostic, standalone (non-steam) binary.
And I promise, you are really going to like this change to base building.
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