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TheBowski

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Everything posted by TheBowski

  1. TheBowski

    List of improvements for the Stand Alone game

    I like a lot of your ideas, especially about infection and stamina. Some of the stuff is common sense, like fixing pathfinding and the horribly broken inventory system. Not sure about the metro, I think there shouldn't be safe areas. I think the area that needs to be expanded upon the most is survival and base building. DayZ is largely a survival game, and the features should reflect that. Fishing, makeshift shelters, traps, and fresh water should all come into play. The environment should be just as deadly as the zombies, if not more so. Wood fortifications would help the whole survival atmosphere, especially if you could board up a house.
  2. TheBowski

    Group/Clan Recruiting (5+)

    Is this real life?
  3. TheBowski

    [ZH] Zombie Hords is Recruiting

    In-game Name: TheBowski Steam name: RandyMcRandy Age: 19 The current time zone you're residing in: Eastern (US) Mic: Yes How long you've been playing: 3-4 months Your preferred role and/or weapon: I like sniper rifles and can properly range and hit targets with MilDot scopes and PSO scopes, but I mostly have assault rifles because they're easier to find Humanity(bandit/survivor/hero): 2500
  4. TheBowski

    Elektro hill is super fun!

    How long until you say "Tits or GTFO"?
  5. TheBowski

    About zombies

    Alpha is alpha is alpha.
  6. Both of these ideas tie in together with the end effect of enabling the creation of true free towns and player created strongholds. Server hopping prevention Though this topic has already been covered by the community at length, I would like to put forward my idea and explain how it ties in with a crafting and base building system. Basically, as it is currently, logging off to escape a fight has no negative consequence. To prevent this cheap and unfair tactic, I present a solution that will penalize only people who mean to use the server hopping tactic to gain an unfair advantage over others. To log off a server in the proper manner, you would be required to select a log off option from the mouse wheel menu. The game would only allow you to log off if you were a certain distance away from any buildings. This would mean that people couldn't keep barracks hopping to get more loot. They would have to leave the barracks, get a certain distance away, then choose the log off option. When the option is selected, a countdown is started. The player either kneels or sits while waiting for the log off wait period to end. When it ends, the player is kicked from the server. The animation would be interruptable at any time if action was required. If the animation was interrupted, the log off would be cancelled. If the player chose to log off without selecting the option from the action menu, they would exit the game immediately as normal. However, due to their attempt to exploit the server persistence system, they would lose a random item from their backpack. If they continued to exploit the system, they would lose more and more items up to a maximum of four per disconnect. These items would not disappear completely from the world, they would drop where the player logged out. This could be explained in world as the player dropping them as they fled from enemies. This item dropping effect is very important. With this implemented, players that lost connection could reenter the same server, pick up the stuff from where it was dropped, and log off correctly to find a more stable server. Anybody not exploiting the system, either through server hopping or fight disconnecting, would be able to easily regain their lost items. This would also provide a reward for those people whose victims disconnect. They would still have some loot to show for their efforts, even if they didn't get all of it. I would like to hear your thoughts on this system and any potential downsides it may have or what the difficulty would be in implementing it. Crafting and base building With a full inventory of wood and a toolbox (and possibly nails, if those could be added), the player could create a workbench. The workbench would be placed similarly to a tent. The workbench would also have an inventory of its own, meaning the player would deposit the crafting supplies in the bench. When the supply requirements were met, they would target the bench and be given the option to take the crafted item, provided that they had the proper tools to craft it (usually just a toolbox and nails). The player could create various barricades and objects at the workbench. I had two ideas specifically: wooden fences and wooden crates for storing items. Fences could be used to block windows and doors off to both zombies and players. With enough fence barricades, a group of players could construct a full encampment in the wilderness or barricade a house and set up a base there. Wooden crates could be created in various sizes depending on the amount of wood provided. They would function as static containers in much the say way tents do, except that they would hold a smaller amount of items, necessitating a larger number for efficient storage ability. The reasons for wooden fences are twofold: first, they are logically sound, and second, they have a destruction system by default. Logical soundness is plainly visible. With wood an nails, fences could easily be constructed. They are high enough to keep players from easily shooting over them or seeing what is on the other side, but no so high that it is impossible to gain a vantage point to see the activity inside a base. The destruction system is an important part of the use of wooden fences. If they are rammed with a car or damaged by explosives, they fall down. This would ensure that survivor bases are not impenetrable. Combined with other defenses, they could make a very strong base, but it would never be invulnerable. This ties in with the spawn, zombie, and loot systems. If a fence or workbench was placed, any houses within a 10 meter radius would not spawn zombies, affect player disconnect ability, or spawn loot. This means that, with enough barricades, a whole village could be freed from the zombie menace and a headquarters could be set up for groups. Members of these groups would be able to disconnect and reconnect safely and correctly in the base they have set up. The base would also be free of zombies, but the lack of loot would ensure that scavenging would still be necessary. They wouldn't be able to camp loot spots using barricades other base features. However, the ability to safely log out at these positions would allow them to severhop into areas with good loot, so the system is not perfect. All in all, I think the introduction of these two features would solve the server hopping problem and enable the creation of true player strongholds. I am very interested to hear your thoughts on my proposals or suggestions to improve them. I do not think all of these ideas are outside the realm of possibility or abilities of the ARMA engine.
  7. TheBowski

    Disconnecting to avoid death

    Jesus christ, people. Is it not obvious that it is not possible to keep the player on the server? Think about for a few seconds, and you'll see why its not being done this way. You act like this is in the capabilities of the DayZ team to implement, well, they only really have control over spawns, inventory, health, sickness, temperature, and all that other stuff they added. They can't just keep a player in the server.
  8. I think it would be both more realistic and more difficult if players started with a flashlight. Most people have a flashlight at their house, few have road flares. Also, the flashlight creates more claustrophobic gameplay and heightens the horror factor. Also, the inability to hold a flashlight and pistol at the same time means that players would be forced to either see or shoot, making the game scarier and more difficult.
  9. TheBowski

    Pending Build Progess: 1.5.9

    Jesus, come on people. Read the description of the Alpha. New features are added, bugs aren't fixed in force until the beta. Please, read that post if you haven't, it explains everything.
  10. TheBowski

    CZ or Enfield?

    Both are only for PvP, as stated by other posters. The Enfield is undoubtedly better for close to medium range engagements, due to its open sight picture (and fast target acquisition). The CZ is more for shooting people from 700m away.
  11. TheBowski

    Forget direction, get dynamic!

    I think this is a great idea. As HardTarget stated, it really doesn't have to have any effect on the master server, each server could change dynamically on its own. I like the time period, maybe reduced to 4 or 5 days. I think this would work great if combined with more options for better fortifications, such as craftable wooden walls.
  12. TheBowski

    A GODDAMN TRAIN

    In Egypt, they would burn mummies to power trains. Just throwing that out there.
  13. TheBowski

    Wood in the Woods

    Uhh, leechman? Do you constantly have that on your clipboard, ready for Ctrl-V? I mean, you're always right, but usually when I see a post of yours, it is exactly this.
  14. TheBowski

    Bandit Skin Problem!

    Is "one" so hard to write out?
  15. TheBowski

    So today all bandits are gone?

    So, seeing as some time has progressed, does anybody know if we're going to see that update today?
  16. TheBowski

    Add Takistan

    Ah. Still, that would be an entirely different mod, not DayZ. Perhaps you should bring your idea to other people that make ARMA mods.
  17. TheBowski

    HOTFIX 1.5.8.4 Rollng Update

    Yeah, I'm still unable to properly place tents. Perhaps this issue should be reexamined. I tried all over the place, in completely clear and flat areas.
  18. TheBowski

    Add Takistan

    A thread covering this exact issue was on first page of the suggestions forums for the past few hours. Even if you don't look there, search. Please. P.S. Is there any way to reply to a thread without bumping it?
  19. TheBowski

    Shity Flashlight on Makarov

    I have posted on this topic already, http://dayzmod.com/forum/showthread.php?tid=6283 Basically, I think the player should start with a flashlight, but I don't think it should be attached to the makarov. Just start them off with the current flashlight, but put it in their backpack. The flashlight fits in well with DayZ; it is more realisitic that someone would have a flashlight lying around their house than road flares. Also, the limited nature and light provided by the flashlight would create a more claustrophobic and scary atmosphere. It would be great if rocket would reexamine the starting gear.
  20. TheBowski

    Tents & Vehicles General

    I still am having massive problems placing tents. No matter how clear or flat the area, they just can't be placed. I have tried in clearing in the forest with a very slight incline, I tried on grassy, flat, mountaintops, I've even tried on flat roads, but I keep getting the same message. Does anybody know how to get around this an actually place tents?
  21. TheBowski

    Start with a flashlight, not flares

    Yes, leechman, currently, the system is really poorly implemented. When/if they are able to let you hold both at once, it should make your pistol aiming much less accurate. I wouldn't object to it making it just as inaccurate as after you finish sprinting. That would help balance out the flashlight, it's practically impossible to aim while holding a flare, so the flashlight shouldn't be too much easier.
  22. TheBowski

    So today all bandits are gone?

    We're talking about bandit skins, obviously.
  23. TheBowski

    Rifles which to choose and why?

    I really like the M16A2. The plain, unadorned, un-tacticool'ed look reminds me of the first First Blood movie. It seems like it's civilian enough to be logical while being powerful and accurate enough to be deadly. Plus, ammo is relatively common.
  24. TheBowski

    Start with a flashlight, not flares

    In addition, I think the number of chemlights available should be lowered drastically. They are basically military gear, perhaps rarely used by police officers and firefighters. They spawn far too frequently. Roadflares should be available, but have significantly lower chances of spawning outside of firestations and police stations, where they would logically be.
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