asin (DayZ)
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The goal in Dayz should be survive, not pvp
asin (DayZ) replied to ElysionField's topic in DayZ Mod Suggestions
All I'll say is that in the standalone, there should be a mechanic to make you value, not just your life, but other people's as well. Maybe a 5hr cooldown before you can respawn? Any ideas? How about a script that renders ALL VOIP inaccessible while the game is running? Hehehe. At least that'll make you look for a partner even tougher. -
I'd rather have a drowsiness mechanic instead. Everyone will have 16 or 18 hours of activity (may be shortened due to more strenuous physical activity) upon nearing the 16th hour, your character will feel drowsy. Then ultimately end up sleeping. Then you can only log in after 6-8 hrs of sleep. And no... your body won't be persistent. Think of it as a 6-8hr playing cooldown. Hehehe
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Should we remove barbed wire in the next update
asin (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
If you end up keeping the damn wires, compensate with more frequent toolbox spawns. or at least make them spawn in residentials and groceries. If griefers are around there should be some griefing back at them. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
asin (DayZ) replied to ruarz's topic in DayZ Mod Suggestions
Kinda a wastage of ammo, don't you think? Plus accuracy goes down the drain. You'd want to save ammo and be more accurate. Well at least that's me thinking. -
I agree with the ambient effects and sounds... given that they do come from an actual source, like Taiphoz said. A little atmospheric ambiance wouldn't hurt, though. Yeah they will definitely add tension and suspense. The random chain link fence sounds MUST GO.
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Stun gun, tazer...(Electroshock weapons) And stuning hits.
asin (DayZ) replied to mitor's topic in DayZ Mod Suggestions
Hmmm. You could do without the batteries if the tasers are just treated like ammo, maybe. Like 5 charges or something then it's disposed. Granted, the taser won't be effective on multiple targets, of course. But what it's for is 1v1 defense and also for detaining. Someone also suggested crafting, so yeah, crafting for poison and maybe even medicine feels valid IMO. Might have to include snakes and herbs in the game as well. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
asin (DayZ) replied to ruarz's topic in DayZ Mod Suggestions
It seems you already grasped how this idea gives tension and paranoia. I know it will suck but that's just it. It's meant to suck. Everyone will have to live with that fact. Do you know what a random proc is? Thanks for disliking it. This idea'll definitely separate the whiners from the challenge-mongers. -
If only DayZ would be compatible with mods like @ACE, @ACRE, @SMK, @SLX, we'd have better gameplay dynamics right now. And we'd have a rough idea of what the standalone should definitely have. ACE Demonstration: ACRE Demonstration: SLX Goremod Demonstration:
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Stun gun, tazer...(Electroshock weapons) And stuning hits.
asin (DayZ) replied to mitor's topic in DayZ Mod Suggestions
Great suggestion, OP. I actually suggested this in the main suggestion thread. The inclusion of tasers, stunguns, tranq darts and beanbag ammo would definitely add a better gameplay dynamic. Plus yes, I'm one of those players that'd not want to kill others. People who'll whine against this suggestion are either masochists or just plain assholes in real life. -
..which is only available in regular setting. nameplates have to be removed from SA or just keep them for group member ID. It's easymode on pvp and yet another spoonfeeder option for whiners.
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This will break DayZ, I think. I believe the only experience you gain is actual knowledge you gain to just plain out survive. This is one factor in DayZ that sets itself apart from WarZ. WarZ has this spoonfeeding system where you can set certain skills (probably available by purchasing). I swear, gamers nowadays are being given the silver spoon. Suffer a little!
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Dude, c'mon. Let's say you're hiding behind a bush and smoking (at daylight). You'd have a definite amount of visible smoke that could give out your location. Not to mention thermal scopes (although it could be used to FOOL players using thermals).
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Bandits should have more consequences
asin (DayZ) replied to cazador's topic in DayZ Mod Suggestions
um... I didn't mean the death period is only applied to just bandits.... I meant for everyone. So you'll at least feel some guilt killing someone because you're depriving him a chance to get back to the game. Yeah.. I know it's pretty mean. Just a suggestion, though. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
asin (DayZ) replied to ruarz's topic in DayZ Mod Suggestions
ADDITION OF NON-LETHAL AMMO AND WEAPONS. Examples: tasers, tranquilizer darts/guns, beanbag ammo for shotguns, blowguns. PERSISTENT INDEFINITE DETENTION TOOLS Examples: handcuffs, shackles and makeshift cages/jails Definition: players can use detention tools to keep another player detained. Logging will not clear detention. Can only be cleared if detained player is rescued, killed or purposely set free. Ropes may loosen overtime. -
Bandits should have more consequences
asin (DayZ) replied to cazador's topic in DayZ Mod Suggestions
I know how you feel, OP. But quite honestly? However annoying it may seem, these griefing time-to-kill freaks will be around, whether we like it or not. We have to accept the fact trolls exist in society... IRL and netwise. Just be more careful. Like one person said in the forums, 'I fear for humanity.' Because if an apocalyptic scenario would really happen, and you do end up having a greater population of trolls and bandits, it'd be a total degradation of true humanity... That's all it'll turn out to be. So enter the heroes... people with actual morals to keep humanity in check. Let's just hope more players realize the actual reason of the DayZ devs devising the Humanity points. If we're going to make it near realistic, DayZ should tap into player CONSCIENCE. Only then, everyone will realize how much true humanity people actually have. I can't see any solution to this problem. You can't penalize banditry unless there's a true governing body that might materialize ingame (take reference from Taksitan/Chernarus Life game mods for example) . Unless there's a PERSISTENT DETENTION OPTIONS for players. Like handcuffs, ropes, shackles... makeshift cages etc. What I mean is that you can capture a player, and have the ability to detain them indefinitely (lighter penalty option might be 1-day detention persistence... hardcore/veteran mode will be INDEFINITE detention persistence) and even if they log out and back again, they remain detained. How's that? Other than this, I'd say make death more severely taxing. If you die, you remain dead for, say 2-3 days or even a week. That way, people will think twice whether to kill or not. Tap into some conscience.