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Everything posted by Pandemia
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Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
Guys like this. This is just.... I give up. Trying to reason or talk with people is ridiculous. "DIS NOT SKYRIMS, NO PUT SAME IDEA IN". That's all I hear out of people anymore, talking like morons. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
@flimsypremise -I do not underestimate at all what people do to cheat / steal / scam / break / gain an advantage in a video game. I've seen it all across so many games, I know the lengths people will go. Here is the problem. No matter what you will have people trying to do any of these things if they possibly can. That's the way it is, it will never change. You're proposing not to do things because people will find ways around them or go to any length to break it. That is just putting a halt to the possibilities. Also, you will never stop people from trying to hack. Ever. As such you will never stop people from finding a way to hack, as you said. People go to far lengths to achieve it. But with great security that can be overcome. For example when xbox and ps3 networks got hacked. We saw the difference there.- @Mr Two and flimsy -I understand what you are saying, I really do. You see it all the time in tons of games, and people do everything they can to do as I said about breaking / cheating, ect. However I feel like you both are thinking about things all wrong. You're dismissing ideas because you believe them to be impossible because of people, or because you just do not think it is required. It's almost as if your fighting the possible growth of the game. Just fix the bugs... that's all. You can't do this, you can't do that. Let me explain something very clearly. If I pull out a handgun and decide to do target practice and I have never done it before. I go outside, set up a target on the tree, get a place I want to fire from, and start going at it. What is going to happen? My first shots are most likely going to suck. My first time reloading is going to be pathetic. I'm going to be slow, uncoordinated, hell I might have trouble dealing with the recoil, or the sound of the weapon. Most of the basic stuff is quickly gained though, maybe a week, 2 weeks, or even a couple days. Reloading speed is quickly picked up, dealing with recoil, figuring out the aim, mechanics and handling of the weapon. It's all pretty simple and most of it is picked up relatively fast. I won't be a master yet, but I'll have it down, how to fire the weapon more effectively. NO SKILL SETS FOR PLAYERS. NO GRINDING. Obviously things are done with numbers, and code because its a video game. But It is not hard to stop people from being able to grind in a game like this. Like I said, x% chance of the activity to even give a chance to increase efficiency. This is not final idea, just an idea. You guys are so fixed on skill sets and grinding. This is NOT an MMO. NOT an RPG. These skills should not be seen and not be absolute. Basic, simple, subtle things that are just realistic. Things that would happen in a case of survival. They are not just about helping you beat people in pvp. But to help you survive. This is not just a pvp game. It's survival. It gives a sense of REALISM and worth. A sense of growth to your character. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
I agree with what you are saying somewhat.... in a sense. Really what you are saying is "do not implement this because no matter what people will try to, or find out a way to grind the skills". That idea is flawed I think. Just like hacking, no matter what people will try to hack, or will find ways to hack. So what do the creators do? Not make the game to stop the chance of hacking? No. They just keep improving the ideas. They keep improving the security. Same goes for stopping people from grinding. Honestly it would not be that hard to stop people from grinding in this game. This is not an rpg, grinding would be completely different here. Subtle and invisible. For example, bandaging if it were to increase efficiency. First off, bandaging a wound would be slow, and possibly fail. Successfully bandaging a wound would say... 'give an x% chance' to 'increase the speed at which you can bandage by x%', 'decrease chance of failure by x%'. Here is the thing though. You will not be able to see any type of skill, you will not be able to notice a difference right away. It will not tell you that you have gained anything. Most importantly, it would be capped off at a realistic level, per day, and by the mastery of it. If I get a deep cut and go bandage myself. Do I become a master if I keep doing it over and over in one day? No. Do I keep getting noticeably faster every single time no matter what? No. Once I get better at it do I become 100% successful at it? No. Do I go bandage myself with no wounds? No. Do I shoot myself to get better at bandaging? No. Finally, do I practice things to get better at them? Yes. So in a way you are calling training in real life grinding. Which is quite funny to me. Fact is though, it would not be possible to grind in DayZ. You would not have the resources, nor the ability. It is fucking simple, make it realistic. Your minds are clouded with unrealistic ideas and thoughts. Tell me how many games you play that are highly realistic like DayZ? Practically none i'd bet. This is not like most other shooters or zombie games or rpgs or mmos. @Fenrig Why post if you are going to say something so pointless and nonconstructive? -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
You must lack the ability to comprehend what people are saying. That or you just do not read everything that is there. You are talking like these "skills" would be something like perks in Skyrim. Ridiculously overpowered, unrealistic and easy to grind. Wrong. They need to be subtle, simple.... realistic, invisible, unable to be grinded, unable to exceed unrealistic hights. They should not be able to be seen. They should not go by levels or points. It needs to be realistic. I do not get how people are not understanding that point. If you go outside shooting a gun for practice at targets. Over time you will get better. At handling the gun, at aiming, at reloading, etc. You do not sit there for 24 hours "grinding" your skills with the gun and become maxed out in it. That is stupid and makes no sense, that is not realistic. You get better over time. What it adds? A new sense of realism in the game. A sense of value and worth to what you are doing. A reason to survive. -
Massive time wasting? So running for 20 minutes to get where you want to start even playing is not time wasting? I'm sorry but running through forests is insanely boring. There is nothing dangerous, nothing to do, and unless you are with someone or need/want to get somewhere else, pointless. You have to do it regardless when you want to go somewhere no matter what, that's obviously fine, but being forced to do it is stupid. Also, fight zombies? Have you played the game? Zombies are about as scary, dangerous, or worth playing with as a hello kitty doll.
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Nice idea. Think that would work pretty well. At least for the players that do not sit in the same spot for more then five minutes ;). For the others, welp, better luck next time.
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Love all your ideas. It's nothing to crazy and really isn't making zombies unrealistically smart, just giving them a trait sort of. While I believe there should be many changes to zombies and... well pretty much everything about them should be looked at, the ideas here would be a nice change. Add some new fun, experience, and feel to the game. Seems like you kind of covered.. any idea i'd be able to think of without being unrealistic. However, one I would like to see is a zombie that is extremely dangerous to players. Whether it be they are extremely fast and you cant get away, very strong and can kill you in a few hits, something making the zombies in.. the apocalyptic zombie world more.. frightening. Makes people more cautious, more ready to team up, and quicker to shit their pants. Of course a zombie like this would need to be more on the rare side, not on every corner so allowing this to still be a game around pvp.
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More Secure/Permanent Means of Item Storage
Pandemia replied to ThuggleS's topic in DayZ Mod Suggestions
Nice Ideas. Mainly your first solution because it is something I have thought about and think should be added. Honestly it is much more authentic. It would add more realism to the game. I'm sorry but if I had valuable items in a world like this, or anything I believed to be valuable at least to me. I would not put it in a tent that can be seen from far as hell away. You'd be better off dropping your item on the ground next to a tree. But realistically, I would definitely be burying my items and trying to hide it as good as possible. Good idea as well because if you do not really pay attention to where you place something, you will lose it. I do not really agree with the locker idea and house idea just because there are weapons and explosives in the game. In a world like this if you found a house or locker you would most likely try to get into it and see what the hell is in there. No matter what. Highest realism possible with good implementation please~ -
They need to put in a better way to control it then. It sounds to me like most of people are saying it was removed because people were trying to run back to their bodies. Fact is there is no way around that. Whether you spawn in the same town or across the map, especially if you had what you consider worthy gear to re-obtain. People will run back to it regardless, if they want it, suiciding 20 times if they have to in order to spawn closer. Only fixes to this would be to make the same players body invisible / untouchable to the player who died. Not sure how I feel about that but yeah. Adding back the respawn or adding in a feature to pick where you spawn would be much better. But, make the spawning point closest to the area / game cell the player died in unavailable to the player.
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To be honest I agree with Dansterr. While random spawning across the coast (or possibly map if ever implemented) is realistic. I don't believe it is implemented very well. Honestly I get quite angry spawning in some place far up or down the coast, such as Kamenka. Also for some odd reason I spawn in Kamenka 75% of the time. I run, suicide and do it again and again til I spawn near electro or in cherno, period. While realism is essential in the game and should be as real as possible, it needs to be implemented into the game well or it becomes an annoyance. Running for 15 minutes or more to reach a place worthy of even playing, is quite a chore. Everyone knows Cherno and Electro are the most active places, as such many players go there and many players suicide to get closer after dying. Even your argument about it being no good because everyone would keep respawning to get the loot they had back. I do it regardless where I spawn, just because the fact that I can. Unless it is hidden or guarded. If I wanted to be bored I'd go do chores around my house and pay bills. I shouldn't be bored because this game gives you a task you have to do that is insanely annoying. I literally start nodding out playing the game when I have to run that long if I'm playing alone. I encourage the highest realism possible, but I believe this is not done very well.
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How can i play on Lingor Island?
Pandemia replied to Necromunger's topic in DayZ Mod General Discussion
Nvm. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
I agree in a way with both what you are saying and what Mr Two is saying. This is why I said what I said in the first place. Make it as realistic as possible with good implementation for good gameplay. The skills cannot be seen, they cannot be grinded. There must be a way to nullify anyone that would attempt to do that from the start. @flimsypremise Skill training is indeed a terrible idea for Dayz. @BazBake In an earlier post I explained that skills need to be subtle, and nothing unrealistic, as well as less visible to players. This is not a game about grinding and leveling. But becoming better at the tasks you perform is realistic and authentic, and would make for a better experience. It also gives more worth to your character staying alive. These things could be as simple as bandage time. Say you apply numerous bandages to yourself or other players, over time you get better at it, more efficient/faster. The first time you ever do something for yourself, even if you generally know what to do, you go slow, because you are trying to think about every step, or not forget, or not mess up. So it is very realistic to say that after performing a task such as this many times, would make you more efficient at it. But like I said, it needs to be subtle, realistic, and not visible to the players to where they can see stats and start grinding. It should be impossible to grind unless you started cheating. Time would be valuable, items would be valuable. Creating sound or commotion would be dangerous. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
I sort of agree with that second part I guess. I do not think it would be too much of a problem allowing people to pick certain things at the start to have knowledge of. Learning skills from other players so you can do more then what you choose at the start is also a good idea, so players are not stuck on one thing til they die and restart. One problem would be you might not be able to play alone because you need other skills or other people to help you, which shouldn't be implemented in my opinion, you should be able to solo if you choose to. Unless by items you meant something like books you could find to teach you, then.. I love the idea you just presented. Knowledge and skill increasing as you do it, is authentic. There just needs to be a fix for people who would try to grind. But I think the strongest ones off the bat would be value in items. People would not want to waste things to skill up, or more precisely, people SHOULD NOT be able to waste things to level up. IT would hurt their survival, risk them dying, and overall wasting the time entirely. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
Smart ass answer is.. dumb. Please grasp this: Making things too realistic will kill gameplay and make it less fun, more boring, and more annoying. Like in real life all the BS you have to do like bills and taxes and other shit. Obviously not fun. You cannot implement absolute realism to a video game. VISE VERSA, a game as realistic as this will also lose its experience with increasing unrealistic qualities that people suggest or support. So if absolutely no one could do this stuff, or have any knowledge of it, it would kind of kill the experience. As I've said, realism needs to be as high as possible with the BEST implementation possible. For obvious reasons things can not be completely realistic from the get go. Needless to say you kind of just help support the point of what the post is about. Your right, not everyone is a trained soldier, or has medical training, or have hunting experience. Implementing increased skill with use, does however add to the realism the best it can without removing the knowledge of them entirely, which you cannot do. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
Rofl. Bad post is bad. Crave hackers? Hackers are not an intentional part of the game, as well as the stand alone version should contain that much more effectively. Either or hackers exist and kill for the hell and fun of it at the moment. I will give you that being good at repairing cars is absolutely stupid that it would get better MPG. That's highly unrealistic. Everything should steer towards the highest levels of realism with the best implementation possible. First off, the fact that if you die it resets, makes the LF idea, a bad idea.. Also because this is not an MMO/RPG and you lose all your gear if you die and the guy next to you can blow you away. The LF would be irrelevant in this game. No one would listen to or trust it. I don't even understand why you brought that idea into this. Having experience levels like 1500... or anything you can see is also very unrealistic. The skills should be more subtle and less visible to the players. I think people are too stuck on unrealistic things being added to this game. The game is intended to be as real as possible, in case people haven't noticed. Adding things that are not realistic in the basis of the game just takes away from the experience. -
Training over time (Character skilling)
Pandemia replied to Gordon Axeman's topic in DayZ Mod Suggestions
This is a fantastic idea for the game. It also ties in with a lot of other threads talking about ways to lessen pointless killing. People getting better at the tasks they are doing, or getting stronger or higher skills in game, whatever it may be, would make the majority of players have at least some interest in surviving and possibly teaming up. This game is all about realism, anything too unrealistic should just be dis-guarded. Skills are seemingly unrealistic because they usually pertain to MMO's / RPG's and most relate them to unrealistic skills or grinding. But in real life, do you get better as you do things? Do you get better as you practice? As you train? Absolutely. Practicing with vehicles will give you more knowledge and better skills working with them. Same goes for shooting, practice shooting and you will get better working with the gun. Getting into gunfights will give you the experience of it. It's like fighting, you can watch the UFC for 5 years, know everything about fighting, but its a completely different story when you get in there and do it, it takes time to adjust to the moments. Of course though making things too realistic / unrealistic is going to hurt the game. So adding boosts or ways of getting better at what you are doing can only go so far so that it cannot be unrealistic and cannot be grinded. For example someone said about shooting your friend and healing them to gain skills. First off, you shoot your friend and he might start bleeding, or break a bone, or pass out, anything. Now you face that direct problem, as well as needing to use supplies to fix him up. It would be easy to combat a problem like this simply by having supplies be more valuable than to just waste them like this, which is the way the game is supposed to be anyway, or adding a time frame where he is recuperating and is less efficient. Same thing goes for vehicles. Parts should be more valuable, as well as them being hard to carry and obtain all the supplies. Making the idea of breaking your vehicle and repairing it to gain skill less possible. The idea that dying also takes away all skills gained will make it so people are less worried about grinding than they are about surviving. And in any case, skills should be minute compared to what skills do in other games. Excellent idea kpekep2 -
I understand where you are coming from with this, and the mentality of it. Nice way to present it as well. However I agree with most of the others that disagree, mostly with beez. So in one hand spawning with a can of beans and a gun with a few clips is nice and fun, I think spawning without it is nicer and funner. I think it is better to need to obtain a weapon than to just start with one, most normal people are not armed with weaponry. Also, a gun with a couple clips and some beans could last you ten minutes, either way you will HAVE to do things you NEED to after this tiny supply is gone.
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Standalone - Map ideas, Horror Aspects & Special Infected.
Pandemia replied to koze's topic in DayZ Mod Suggestions
Perfect idea. In a world like this it would be much more likely that a survivor would be shitting their pants half the time. This adds both a sense of horror to this zombie apocalyptic world and also a reason for people to want to stick together. This would make it a much better experience. -
A way to help curb the amount of pointless murders by people.
Pandemia replied to Bratalise's topic in DayZ Mod Suggestions
You are right, it is a game to be played and have fun with. I'm not merely trying to smack down his idea because I don't like it. The game though, is highly realistic, and that is the way it is intended to be. For obvious reasons it cannot be completely realistic. Otherwise once you die you'd never be able to play again, or you'd break a bone and that's endgame for you. (really dying and starting over is the best way for this. so technically you can be starting a new game like you did the first time) But like I said, you start making things too realistic and it gets less fun and more annoying, like taxes... same thing goes for unrealistic. Also, people do not bother to loot bodies in this game because everything is much less valuable than it should be. Mostly due to duping/hackers/glitches that give so many ways around things. You can have 1 drink and 1 food in your inventory and use the same two forever without ever needing more. No need to loot a body. You can dupe a hacked weapon 300 times and save it in multiple tents. That is the reason for most of that. In real life, in a world such as this, there would absolutely be bandits and groups of people trying to murder and take everything for themselves. But to a lesser extent than in the game right now. Right now groups or soloers just kill because its all there is to do and there is no reason to care. I know many people who have a full set of gear before they go killing, they dupe their body so that if they die, they run to it and regear and start over like that. I've had a hacker pop up near me and asked me my favorite guns and spawned them all near me. There is no value in the game at the moment. So that's why I said adding something that leaves the realm of realism is sort of bad for this game. Since it is based of as much realism that it is able to. Adding buffs for becoming good is not realistic, same goes debuffs for being evil. Since in reality it isn't this way. There are also so many more factors in "good and evil" than just black and white. Obviously as the world is now, this game is unrealistic with zombies. But like I said that is the basis of this game. Most things in play are pretty decent ways to keep things as real as possible without making it so real it becomes less fun. There just needs to be more implementation for better realism and more content for players to cooperate with each other. That would make things much better, as well as items re-obtaining the value they should have. Every server you go to you find snipers in hills with as50s and svd's with 10 stacks of ammo. Those guns should be extremely rare and precious, as well as the ammo not being worth shooting a newly spawned, no gear player, the bullet alone is worth more than anything they would probably hold. -
A way to help curb the amount of pointless murders by people.
Pandemia replied to Bratalise's topic in DayZ Mod Suggestions
The idea that killing and bringing your humanity down starts to make you go insane, or hallucinate, or just give you negative effects in general isn't a very good idea, really. When you take a look at other games. Games that have good and evil, especially buffs or side effects from one of these alignments, it starts to dictate a players actions so they can follow certain paths. Rather then just doing what they would normally do if they were presented with the situation without knowing all the side effects beforehand. On top of this, it starts to leave the realm of realism. The game is in an apocalyptic world and zombies are around, but that's the basis of this game. Making certain things too realistic kills gameplay, and adds annoyance. Making things too unrealistic has the same effect. Going insane/hallucination/suicide from killing is not in the direction of realism. Also with the way the game is at the moment, people would most likely still kill until they commit suicide, and repeat the process since you die so often anyway, and nothing is too valuable with hackers/duping/saving tents for server restarts. The point of this topic was about a way to stop pointless murders. So basically have a reason to not murder people, a reason to team up, a reason to survive together or co-exist. First, I saw posts about making groups, and there being designated spots on a team. Like medic and scout and so on. But making the grouping aspect easier in the game itself. Something like visuals, or logs to show you. This is a good idea, it gives people more of a reason to team up purely because they can. Just like people kill just because they can, or dupe just because they can. As it is now, most people that do not group or team up do not do it, because they can't. They dont have friends or family who play, or any real way ingame to team up. So doing so is slightly difficult and out of the way. Secondly, I do not know if someone posted this because I did not read all the posts. But adding something threatening to players... besides other players, would give people more of a reason to help each other or stick together or not murder.. what have you. For example, something like a zombie horde. Something difficult for one normal player to handle. So instead of blasting the dude in your building, you work together to survive. Or possibly incorporate a rarer, more dangerous zombie. Something to give people a reason to need someone else, or atleast like the idea of it at the time. I do know the most dangerous aspect is supposed to be other people. But realistically it still would be, people would still be very dangerous. But it is a simple way to get rid of the annoyance of just killing for the hell of it, nothing better to do. Zombies at the present time are not at all dangerous or hard to deal with, they are just an annoyance. -
Connecting/disconnecting repeatedly (every minute or so)
Pandemia replied to SystemiK's topic in Mod Servers & Private Hives
It's duping. You can dupe off someone else's bag logging in and out. Takes seconds.