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Everything posted by Roshi (DayZ)
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Inventory space - same capacity but 4x number of squares
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Like the moly webbing idea for sure. How would that look in the inventory screen to you think? -
Inventory space - same capacity but 4x number of squares
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Also for vests that are designed as magazine carriers, separate the pockets into separate spaces so that you can't fit a pistol or medkit in there. Vests should have variety that makes you choose one over the other (e.g. knife sheathes, or holsters as well as pockets, etc). Current: Separate pockets: -
But as we go forward and options arise I reckon either Balota military bases go (unlikely given the work put into them), are zombied up to the nines or are militia bases mostly spawning eastern bloc weapons (AKs, SKS, etc) but in poor condition.
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Your teeth will fall out and you'll get diabetes...
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How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) posted a topic in General Discussion
Hi - this post aims to be a brain-storming session. After reading the post regarding upcoming features for DayZ (sorry can't remember the topic title or author) which showed a texture for money, I have been thinking a bit about how you would get an economy going in DayZ. A few ideas: - It would have to be emergent – i.e. bottom-up as opposed to top-down (based on game rules). - It would have to be based on trade - not sure how money would fit in as the corner stone of the concept of money is agreed value - although I could see a potential for money having value based on the lack of space in peoples inventories - money could be a space saver. - Raw materials would be a useful addition if crafting gets a fair bit more sophisticated - scrap metal (at different levels of quality affecting value), cement, fertilizer. - So you would need to be able to craft useful items – e.g. vehicle parts, tools – or perhaps trade food – e.g. hunted meat, grown food. Items such as food or tools would need to be relatively rare as spawns to make trade a viable option. - The ammunition as money system in Metro was pretty cool - where military rounds where usable as money but also could be fired - if they were made more rare and you could hand-press rounds (http://forums.dayzgame.com/index.php?/topic/161095-idea-ammo-handloading/) (of crappier quality and perhaps more likely to jam your weapon) then this might be viable. - Agreed value could be negotiated on the spot – based on the current needs of the individuals involved. - I suggested in a hand-signals thread (http://forums.dayzgame.com/index.php?/topic/162738-wishlist-handsigns/) a hand signal for ‘Trade’. Would be great to also indicate (via mime) what you want to trade (e.g. mime the drinking animation, eating animation, medical animation, reloading animation). The benefit of mime or hand signals is that you can communicate from a distance without using direct chat to start gauging the other player’s intentions. It is of course open to abuse but that would be the case in reality so I’m happy with that. It becomes a case of risk assessment and due diligence as to weather you decide to trade with someone or not. Anyway to keep this post from getting tooooo long I’ll throw it open to the floor… -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Thanks for the input Website, although personally I'm against enforced ceasefires and other 'game' mechanics - I really want to be paranoid throughout a trade. Same goes for combination locks on cars - you should totally be able to kill someone for their car (although car keys and a possible bypass via hot-wiring would be great). -
I agree that maps should be more common. I'm sure this will be tweaked. No maps on spawn.
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Hot keys for flashlights, bipod...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in DayZ Mod Suggestions
Hasn't worked for me - you tried it? -
Beans for folding stock idea. Should be able to remove other stocks (and magazines/other attachments) to reduce the space required to stow in a pack.
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Good idea this. Bump.
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Medical system for DayZ Part 2: Emergency care for other players
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Yeah this is actually a vast simplification of reality. It aims to be plausible is all. As a suggestion it would be far cry from a final system, which would be subject to revision through the alpha (and beta) process. In my view anything that adds depth and rewards real world knowledge would be great for dayz. Similar things could (and should in my view) be done for hunting/preparing meat, vehicles/mechanics, weapon use/maintenance (all areas where I know next to nothing). -
Medical system for DayZ Part 2: Emergency care for other players
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I don't mind people not liking this suggestion but I would like you to be more explicit as to how this trivialises the medical system. -
'Facial recognition' in my view should be you look at their face and see if you recognise it (ergo masks block facial recognition). No system should be in place that marks people with name tags for example. I think giving people as much opportunity to self select their appearance is also the way forward. I avoid wolf masks etc because I dont want to be considered a bandit-type, but I imagine there are plenty of players with murderous intent who want to look badass and if given the right kit will do so. Regarding masks/helmets, Rocket has said he wants to add effects that limit visibility and hearing as appropriate for the type of head gear, and it would be cool as has been suggested by others that there is no breath plume for a gas mask say, or you have to lift a mask/take it off to eat or drink.
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I think that you may have missed the point. This system rewards real world knowledge and there is no hand-holding that I can see. If the you are unstable e.g. bleeding) then time becomes an issue and you have to decide what to do with what kit that you have, in what order. This is not handed out to you. This system needs to be considered as a whole along with the second thread (treating others) although they are not comprehensive. Can you outline which parts of the system you feel constitute hand-holding and I'll try to elaborate as to why I disagree... -
Hi guys - there have been a few topics about weather and seasons. I'd like to suggest that DayZ is set in Autumn (Fall) for a few reasons... - Allows for cold and hot days - this will be important if the thermal regulation system gets off the ground - cold days would make fires, hot food and running around to stay warm important, may even increase the need for food intake to maintain thermoneutrality. Hot (but not summer hot), sunny days would make hyperthermia (over-heating) a possible issue with all the kit your lumping and all that pesky running around. - Allows for shitty rainy days and even for brief snow storms (without having to redo everything to look like it's under a foot of snow) - Cherno looks like it's in Autumn - Allows for sources of food like apples, black berries etc to be in season... - Autumn and zombies just go well together - adds to the dreary post-apocalyptic vibe. Agree? Any other reasons?
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Yeah - tricky that. As for things requiring surgery - say a severed major artery or intestinal injury I'm tempted to say these could well be fatal but in different time scales - and your character should be a dead man walking. Simulating surgery in any meaningful way would be probably too big an ask (and not that plausible unless you have access to a surgical team, expert knowledge and good kit - although it's entirely possible). Fractures are trickier in a way because of the healing times are in the order of weeks. You'd have to speed that up of course. I think splints will be what get used, but from the perspective of recover I'd love to see recuperation on logging out (and thirst/hunger developing also to keep it real) but limited to 8-10 hours. If you're logged out for 4 hours your character gets 4 hours rest (equivalent to a fair bit of healing) but if you are logged out for a week it gets maxed out at 8-10 hours say. And you'd be hungry and thirsty on log in. I'd also like to see different phases of fracture healing from limping in a splint to not being able to run, sprint, etc. But also some persistent problems with some injuries even after healing that bother you occasionally - "youre old leg injury aches" associated with inability to sprint. This could sorted with some pain relief, but could be a recurring thing. This would be due to not giving a broken leg or arm adequate rest while healing (because you just can't have 6 weeks non- or partial-weightbearing in the zombie apocalypse :) -
I like the option of dressing like a medic - to various degrees from full military kit to just a red armband or white armband with a red cross. PS some shameless self-promotion: my medical ideas - treating others (http://forums.dayzgame.com/index.php?/topic/161874-medical-system-for-dayz-part-2-emergency-care-for-other-players/) and treating your own wounds (http://forums.dayzgame.com/index.php?/topic/161763-medical-system-for-dayz-part-1---self-treatment-of-wounds/).
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Some medical ideas - treating others (http://forums.dayzgame.com/index.php?/topic/161874-medical-system-for-dayz-part-2-emergency-care-for-other-players/) and treating your own wounds (http://forums.dayzgame.com/index.php?/topic/161763-medical-system-for-dayz-part-1---self-treatment-of-wounds/).
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Light RP, Community Growth, Private Server Discussion
Roshi (DayZ) replied to Katabasis's topic in General Discussion
I like this idea - and that you aren't pushing it on the community, just branching off and running with it. Good luck - will try to catch your stream. -
Would be good for crafting system too. Put items you wish to combine in each hand then right click and select what you want to make from the context menu. If a tool or third item required then drag over to one of the items in hand and again right click. Eg put a magazine in each hand then drag duck tape over and select "Tape magazines together".
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Achievements/Awards (Clothing, simple Loot (no weapons))
Roshi (DayZ) replied to myfabi94's topic in Suggestions
No sorry -
Should you only have one character per server?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I'm not suggesting private hives. Same set up as presently the case, but you can't move a character between servers. -
Haha all good.
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How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Agreed but it appears that they may have. -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Personally I am against any metagame approach to trade - such as joining another hive to trade. Regarding the loot farming/server hopping - this absolute needs to be stopped. My suggestion for this was one character per server. Not private hives - just prevent players from jumping servers with their character.