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ejohnston95@gmail.com

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About ejohnston95@gmail.com

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  1. ejohnston95@gmail.com

    Shooting From Vehicles

    Not a bad idea by a long shot. I'm not sure about the ArmA 3 engine, or the modified engine that the Standalone is built on, but for the mod at least firing from inside vehicles is not supported by the ArmA 2 engine. It gets better with each iteration though. In OFP vehicles could only have one gun so helicopters would only have a door gun on one side and MBTs only had the main gun and a coaxle, no commander's coupola. Can't remember if this was adressed in ArmA or ArmA 2.
  2. ejohnston95@gmail.com

    Different zombie running speeds

    Maybe if a single player or private/non hive connected server version of the stand alone exists the ability to set the occurance rate of the different types of zombies.
  3. ejohnston95@gmail.com

    Slower zombies are scarier than the fast ones.

    I know Rocket is going for the infected here and he's against slow zombies since they aren't really zombies... Regardless I'm just going to leave this link here. http://www.guardian.co.uk/media/2008/nov/04/television-simon-pegg-dead-set and... http://projectzomboid.com/blog/index.php/2011/04/fast-vs-slow-zombies/
  4. ejohnston95@gmail.com

    MERGED: ammo, ammunition, .22LR etc.

    I like it. You may not run out of rounds per say... but if you only found one magazine with your rifle after you shoot off thirty rounds the other 276 aren't going to be of much use in the near future.
  5. ejohnston95@gmail.com

    PvP damage and healing system.

    Except in this one, where Rocket stated he could give a rats backside about balance. The pudding is in the realism. That's why the ArmA engine is so great for this mod. ArmA is just as forgiving as this one (minus the food), put your head up and look around in either Day Z or ArmA at the wrong place at the wrong time and someone will take it off from 400 meters away. What's even better in ArmA is it's just as likely to be the AI as some other player.
  6. ejohnston95@gmail.com

    Keeping things on death...

    I don't agree. Stats for some reason have a lot of meaning to people. For some the loss of stats alone will make them avoid difficult situations more so than any amount of high tech gear in the world.
  7. ejohnston95@gmail.com

    Class System

    I was at one point on board with this to encourage grouping, but I've since changed my mind. A lot of what many would consider "classes" is already limited by the ArmA 2 engine. Picking up a scoped weapon in ArmA 2 does not make you a "sniper" I challenge those of you that picked up ArmA 2 for Day Z (and I thank you for it, BIS is a great modder friendly company that supports its games with patches long after release and the OFP, ArmA series is the premier milsim -they and it deserve the sales, publicity, and attention) To go into the editor pick up the draganov place a target some distance away and hit it. Missed didn't you. That's because its the actual damn scope picture and if you haven't figured out how to read it correctly and which aim point to use you never will hit. -No need for a sniper class Second challenge. In that same editor jump in a helicoptor and fly it around the island. Did you get it off the ground on the first try? How long before you crashed? What was your altitude? There are pilots on the domination servers that can push that slick at 220 miles an hour flying nape of the earth and land you safely and in one peice in a hot LZ. -No need for a pilot class The introduction of a variety of gear with different uses will negate any need for classes. Want to be a medic, load up on bandages. Want to be a doctor, scavenge surgical thread, a scalpel, forceps, and rubber tubing. Want to be a sniper, get a scoped weapon and learn how to shoot it Want to be a mechanic, get a tool kit Want to be a hunter, find a knife, parts for a bear trap, construct a snare Want to be a... you guys get the picture. -Cheers
  8. ejohnston95@gmail.com

    How can we make DayZ more unforgiving/brutal/fun?

    Interesting ideas... however. Zombies: I agree with your points to some extent. Personally I'd like to see zombie population server dependent eventually, as there is a lot of division between slow vs. fast zombies. The servers could decide the percentage of population ( ex. 5% sprinters, 5% hoppers, 90% walkers). Granted there would have to be a change to the walker "class" zombie as they would be a snap to outrin in the open, but there are some good ideas in other threads ie. -Can only be killed with a head shot -Implement a fatigue system more unforgiving than the current one -Increase numbers To which I would add another two others one -Walkers have better detection Since they are so easy to avoid have them detect you easier. How long do you want to spend staring at that loot pile now? -Any hit = infection I don't mean a head cold infection, I mean an actual crap I'm going to turn into a zombie infection. After all that's the real threat and scare of those shambling hordes. Yeah you can outrun them, in the open they aren't much threat, but it only takes one swipe, one moment where your mind wandered elsewhere and its over. That infection could start a timer, maybe based on your humanity, maybe not. when it reaches 0 you die, back to the lobby, but your survivor (or bandit) stays in game as a zombie. Now not only do you have to worry about getting shot in the face while trying to team up, but turning around to find what was once your partner is now something else chewing on your leg. Tents: Until we get characters localized to specific servers I don't really see the point of tents. I see this as a work in progress, but fail to see why you would use this to make the world more "unforgiving" Vehicles: I kind of agree, but would rather see the parts already in the vehicles. Rather than a tire in someones warehouse what if you've got six repairable cars spawned, but each one only has one part needed. Remove the battery from one car to move it to the one your working on. I also saw a thread where you should have to "equip" the item and actually carry it. You've got to carry the tire so no gun. Based on the information that this is the anti-game and is suppose to be a pain in the ass I agree with that concept. Ammo: More weapons, more ammo types. I read somewhere about needing to refill magazines. I like it. I don't think ArmA 2 can do it though, but maybe with ArmA 3. Have 120 7.62x39 rounds, great! Unfortunately you've only found one magazine for it so you can only shoot 30 rounds at a time before you have to open up your inventory and reload the empty magazine click by click so you can fire off another 30. If you really wanted to get sadistic add in weapons jamming and require people to dissasemble and clean their weapons to avoid this, also firing using a magazine with 30 rounds has a greater chance of jamming than one with say 25. (the preasure on the magazine spring from 30 rounds weakens it over time not allowing it to feed correctly -even though the magazine holds 30 rounds most only put in 25-28 rounds to avoid this). Make this an unannounced effect. Starting Gear: ArmA 2 is horrible with melee weapons, although there have been some mods that have added bayonets to mixed effect. If ArmA 3 allows a more robust melee I'm all for it. Either way starting gear should be less, should be random, and starting over should be a major pain in the butt. Tube Magazine: That's an ArmA 2 issue and I'm not sure if it is workable. Not to be a nitpicker, but just to point out it is possible to fire in the middle of reloading a detachable magazine (but not in game) if you reload before you've fired the magazine dry you still have one in the chamber. That's why its common to load a magazine starting with 2 ball and 3 tracer. When you fire off three tracers in a row its time to reload even though your magazine isn't completely empty with the bolt locked to the rear. Additional Points on Bandaging: I like the current would system, but would suggest the following improvements: -Player bandages himself bleeding slows, but doesn't stop. -Other player bandages you bleeding stops. (increases the need to rely on each other while simulates the difficulty of say bandaging the left arm using only the left one and your teeth). -When shot the bullet has the possibility to pass through or get lodged in a bone or what-not. Effects -not sure, but something rather inconvinient. -If shot you need to find someone with the item "surgical tools" these could be collective and take up say several slots, or need to be found individuially and each take up one slot (surgical thread, scalpel, forceps, rubber tubing) with those in the inventory they can "remove bullet" from another player. The operation itself shoudl drain you somewhere between 3000-6000 blood, so you may need to get a transfusion prior to the operation to ensure you don't die under the knife. Interested in hearing some feedback. -Cheers
  9. ejohnston95@gmail.com

    Player names

    I'm going to have to disagree with this one, although I feel your pain when everyone looks the same. I think this problem will start to correct itself once multiple skins are introduced into the game without the need to telegraph everyones position with a bright green name highlight.
  10. ejohnston95@gmail.com

    Put Bandages Back On Mouse Wheel Please

    Bandages can be accessed relatively easily with proper gear placement. All of you are correct, you may each have one cookie. However... placing said bandage on a life threatening wound takes a little more time than slapping a Thomas the Tank Engine sticker on my sons cheek. You now have to give your cookie back. Seriously if anything think of the added steps not as the time it takes to reach your bandage, but actually apply said bandage. Be thankful he isn't using the animations from ArmA 2 for bandaging where you rolled on the ground for the longest 60 seconds of your gaming life while some brave soul did some hand wrapping animation while bullets popped left and right of you. The end result was usually them going down on top of you in a puff of crimson and you went back to rolling around on the ground until you bled out. I actually was thinking about this yesterday when I bandaged up a wound after taking down a few walkers (speed induced sprinters) with enough time to after to reload and drop the hoppers as well and I thought to myself; "That was way too easy" If I had my way bandaging would only stop bleeding for a short time, 5-10 minutes. Then it would start up again unless you took the time to get some real medical aid.
  11. ejohnston95@gmail.com

    Did anyone buy Arma 2 solely for this mod?

    I've been a supporter of BIS since Operation flashpoint. Own that, ArmA and ArmA 2 with all the requisite expansions. Will own ArmA 3 when it comes out. Haven't touched another shooter since Operation Flashpiont. ArmA 2 had been on hiatus for a while, but I came back to check out this mod. Can't say I'm dissapointed. Plinnikov has survived for three days so far and hasn't so much as fired a single shot at another living person.
  12. ejohnston95@gmail.com

    It's cold and raining... where's my jacket?

    It's a great idea, but ArmA 2 would require a full reskin and the coding may be problematic. I'm not positive, but I believe I read something about gear customization for ArmA 3 so if Day Z is ported over to that, or put out as an expansion for ArmA 3 it may be possible to simply put on a jacket, coat, or sweater and gain the benefits.
  13. ejohnston95@gmail.com

    Cooperation incentive - a proposal

    I tend to agree. Rather than repost check out my reply to this post: http://www.dayzmod.com/forum/showthread.php?tid=5657&page=2 Although this thread would be a better spot for it. If this is along the lines of what you are suggesting perhaps you could help flush out some of the other "roles".
  14. ejohnston95@gmail.com

    Random Perk System (hear me out/not COD)

    I see where you're going with this and in theory agree. I'd suggest having it done with random roles assigned (or allow you to pick your role -although I personally would perfer random). Roles shouldn't affect your performance in game, but what can be done. The problem is trying to find enough roles to make it meaningful, but not have them branch into areas that are already taken care of with came mechanics. An example of ingame mechanic would be like "Pilot", should there be a "pilot" role? I would say no. If you've flown a helicopter in Operation Flashpoint, ArmA, or ArmA 2 you are aware this isn't something Tom, Dick, or Harry can just jump in and perform. At least not without slamming into a tree a couple of times before they get the hang of it. So the role of "pilot" doesn't need to be in there to lock people out of performing that action. People who can fly will, and those that can't will crash and burn. The flip side though would be something like perhaps, mechanic, or electrician. What if to repair a car you not only needed the parts and the tool kit, but a player who has a character that knows how to do the mechanical work. Maybe a role that knows how to create a still with the correct parts and fabricate high octane alcohol to use as fuel. It could encourage grouping and add another layer of tension to player interaction: I don't know if I want to pop that guy are not, I'm not sure if I trust him, but what if I pop him and he's the only guy on the server that can put these parts I've been lugging around for three days into the car I found? I like the concept you've outlined, but not in its current form. Roles, or Perks, or whatever we call them should be subtle and add immersion and depth to the game rather than a typical gamey doctor heals 20 more HP. Although what I laid out isn't much better with just two perks. There would need to be about a dozen to make it worthwhile, but none of them could be perks for perks sake. They would all have to add something to the game.
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