tpenn
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Everything posted by tpenn
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My own thoughts and reservations regarding the impending morality system
tpenn replied to Goose Springsteen's topic in DayZ Mod General Discussion
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More soviet era weapons/gear in a en-Soviet era country
tpenn posted a topic in DayZ Mod Suggestions
The Winchester has a very historical place in zombie lore, but unfortunately not much in soviet-era lore. I can't speak for other gear like the Remington or other western weapons, but it seems too proliferous in a country like Chernarus given the relative scarcity of AK47s and 7.62 ammo. There should be more Russian weapons/gear, like Makarovs, Skorpian VZ/61s, Dragonuv, etc with 7.62 and other soviet ammo types being much more common. Choosing an M24 over an Ak47 shouldn't be a tough choice, it should be a liability. -
Impossible. a) The game provides no means to keep players from disconnecting' date=' only from connecting and b) even if we found some means to do that, they could still quit the process, so we'd have to strip the windows user of their rights to do so, which is simply not possible out of the game. [/quote'] I'm pretty sure he meant keeping the player's entity active on the server, and not necessarily preventing the actual player from quitting. Now that PVP and griefing are a part of the game I'm noticing a lot of resemblance to the game EVE Online, and my prediction is a lot of it will play out the same, so maybe the devs should look into how they deal with things like "logoffsky" and aggro/pirate system in that game. I could see the player entity remaining for 20-30 seconds after log off to encourage logging out in a safe spot. That being said I have zero sympathy for PVP/griefers' goals until the whole PVP system is seriously taken a look. The game is barely out of alpha and already PVPers and griefers have entire servers degenerating into brainless deathmatches, which is fine if this were PR or counterstrike, etc. but why bother having a separate mod, if it's just going to turn into yet another dm mission?
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Eat Food.... but which one? Drink Water... from which can? Suggestion: a system for interacting with specific items in the world (and if the game allows, in your gear as well.) Currently, if you see an item on the ground that you want to consume or otherwise interact with, you first have to drop some gear to make room for it, pick it up, then drop any other gear that also applies to that interaction, perform the interaction (i.e. Eat Food), and finally load back up all the gear you dropped. The result is most simply just forgo any strategic interaction with items (ideally you'd want to conserve your meat items, certain ammo, etc) It would be much more intuitive if more interactions were added to appropriate items in the world, such as a can of food would have "Consume" added to its interaction menu. I suppose in the future the action menus will probably be redone as well (similar to PR).
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hey PRiME can you give us an idea of what is involved in replacing/editing large map objects with the editor? For buildings, do the models already have interiors and is it the case that to make them enterable one only needs to set some flag or ID as you say? In either case it sounds promising, if it's just a set of ID's I bet a mapper like yourself could make short work of it in an hour, or even if new models are required I'm hoping there are quite a few willing modellers in the community.
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By the docks at the north lumber mill, there is a separation where the grass stops and the concrete of the piers begins, last night I found the infected would simply run up to the edge of the concrete and stop. Made for quite easy pickings. Again the location is the docks near the lumber mill along the north coast line, invisible barrier between concrete and grass.
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+1, I just don't know how chat/comms/ardios survives in a game like this. I'm leaning towards chat-in-lobby only, but eventually separate VoIP clients will undo any comms related inhibitions.
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agree'd both. Bolts should show up in inventory on the dead body. I've a few times spent several minutes meticulously clearing a barn or somesuch only to have magical zombie spawn on top of me leaving me no choice but to run like hell from these zombie mana.
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I agree, starting with a revolver and only ever using that or a Winchester my entire impression of this game was that weapons didn't matter as all infected have always fallen in a single shot. It's nice to know that isn't true and I agree that shouldn't be true from the start.
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Well it's funny, the "Survival" mission in ArmA2 which is based off of DayZ (their tagline is "like DayZ but without zombies") has exactly this, or so I'm told from their FAQ. The teal-looking generators you see in cities from time to time apparently control electricity for a few city blocks. now I wonder who got the idea from whom? hopefully it's something built into DayZ, if not I agree they should put this in.
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My own thoughts and reservations regarding the impending morality system
tpenn replied to Goose Springsteen's topic in DayZ Mod General Discussion
There's an ArmA2 mission spawned from DayZ called "Survival", and I'd strongly suggest those who just want a pew-pew fest should play that instead of DayZ. It'd be a shame to go through the motions of creating a whole separate mod with an "infection" if it just turns into a plain old PVP fest with the only real infection being griefers. I agree with the sandbox, but because it's not a perfectly realistic sandbox where excessive aggressive behaviour/griefing would likely result in being shot and killed and removed permanently from the game I agree that there of course needs to be a system for keeping this in balance and ensuring the "survival" aspect of gameplay is emphasized over deathmatching. -
- when at night looking for cities, look-up for powerlines, they'll lead you to the next major place. - infected can swim, but they move slowly and can't attack - you can lose gear while swimming for prolonged periods of time - infected can't/rarely attack you while you're running full-tilt
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Night to Day Ratio, and Time Sycning
tpenn replied to rverdi12@gmail.com's topic in DayZ Mod Suggestions
I disagree with OP about disproportionate ratios: keep day:night the same ratio as in real-time EXCEPT simply shrink the cycle to maybe half of what it is in real-time. Currently the problem is this: most players play after daily obligations meaning they play at night or close to night, meaning all or most players playing on a time-regional server will end up playing at night, exactly the OPPOSITE of what realistically you'd be doing to survive. Solution 1: simply shorten the cycle to 1/2 or 1/4 of what it is in real-time, that way regardless of when you start playing, a player will be able to experience at least some of both night and day instead of playing entirely just one all the time. Solution 2: allow the server to introduce an time OFFSET, keeping the cycle the same as in real-time except offset by a few hours. This way regional servers will offset the game time so that players playing typical play time will be playing during the day (as would be realistic for survivors trying to survive) Solution 3: (this is the current, lose-lose solution) play on servers outside your region. This is what's happening currently if players want to get out of the monotone of 12/7 black-on-black-on-red gameplay. Of course this solution is lose-lose: the player loses because of latency issues, and the server loses because of latency and over-crowding issues.