anothermartz
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Everything posted by anothermartz
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Why should killing other players be a punishable act?
anothermartz replied to Pat_the_Bunny's topic in DayZ Mod General Discussion
I think being a bandit and killing other players for their loot should be a legitimate way to play, but I think it should be the harder way to play because of how much grief you're causing to other players. Right now there isn't a drawback, it's THE way to play and morality is only a handicap. The best moments I've had is when I've co-operated with complete strangers and the worst moments I've had are when my character gets instantly reset because someone clicked their mouse at me for no reason whatsoever and they are rewarded for it. I don't think people should have that kind of power and no responsibility to go with it. Rather than bandits being punished or discouraged, it's more that co-operation should be encouraged and not punished so that there's a reason to not pull the trigger on everyone you meet. -
Zombies are spawning in ArmA2 main campaign
anothermartz replied to SteamTrout's topic in DayZ Mod Troubleshooting
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How to balance out the weapons: easy way
anothermartz replied to SteamTrout's topic in DayZ Mod Suggestions
I think 15 one hit kill shots per 1 inventory slot is what puts the the win in winchester, then you find that amazing ammo everywhere for it. Literally the only reason I don't use winchesters is because I want to spice things up a bit because I'm bored of using that godly gun because it is so much of an advantage to any other. On the complete opposite side of the scale we have the crossbow, a whole precious inventory slot gives you one bolt that can easily miss and even if it hits a zombie it doesn't take them down unless you manage to get them in the head which is hard to do with the unintuitive ironsights. Apparrently you can get bolts back from zombies but I've never been able to do it even when I manage to actually get a headshot so that would be cool if it worked. Crossbows either need more bolts per inventory slot or a better aiming method and always the ability to take bolts back and the winchester needs less shots in a reload and have slugs harder to find, so that you'd often rather have another long range weapon such as the lee enfield instead of having the winchester useful for that too. If you're happy with the gamplay as it is then you don't need to worry about change because you can stay with this iteration of the mod for as long as you like, providing server owners agree with you. Balance prevents monotony, people all using the same guns doing the same things which becomes boring by giving you no hard decisions to make and no incentive to carry on playing, just the same old shit. The more a game is balanced, the more variaty you will see in player behaviours and the more beneficial things you can do while you play instead of always compromising your chances just for a change of gameplay from "the best way to play" that everyone else is doing. -
Zombies are spawning in ArmA2 main campaign
anothermartz replied to SteamTrout's topic in DayZ Mod Troubleshooting
Disable @DayZ in expansions or don't launch with the command line you used to activate DayZ; whichever one you did to install DayZ in the first place, reverse it. -
Hiding spots for equipment, etc.
anothermartz replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
I think a simple enough solution would be to extend the inventory saving in your bag to also include your bag's location if you drop it somewhere. Currently I drop my bag in a secure location before I go into somewhere I'm not sure is safe, if I'm killed I can respawn and find my bag with all my stuff in it. The only problem is that if the server goes down, my bag goes down with it and never comes back. If it saves with your character will fix both our problems. Tents would still have an advantage because you can store a lot more in them and also have a bag on you while you collect more things, although I think there shouldn't be such limiting factors to where you can place tents because I've only ever managed to place them out in the open where people can find them easily which is why I've been dropping my bag because I can actually hide them. -
Is humanity supposed to drop this fast?
anothermartz replied to jonryan32@gmail.com's topic in DayZ Mod General Discussion
There's a free target system meaning that as a survivor and you shoot a survivor, someone can then kill you and not lose humanity for it. I've been in battles with other survivors and won without losing humanity and I also shot my friend in the ass with a makarov as a test while he was AFK and I had plenty medical supplies, it said "FreeTarget: true" for 30 seconds meaning that anyone who would've killed me in that time would've been seen as them killing a bandit. I say that if someone shoots at you and misses or if they shoot you and you can't shoot them back within 30 seconds, it's your decision on whether you want to kill them and lose humanity or just get out of there. Humanity should drop this fast because killing someone should be a big deal with big consequences, unfortunately those consequences of a big humanity drop doesn't mean anything yet but hopefully it will one day. -
Do vehicles respawn if they are destroyed or maybe not used for a while? I remember when vehicles were re-added in 1.5.2 boats were really common to see but now I haven't seen a boat since the first couple of days of them being added back in. I assume people have just driven them out somewhere then died or disconnected or something and now they're all just floating in the middle of nowhere with no fuel.
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I counted 90 inventory slots for the white pickup and took a screenshot of all the items inside while it is full for if you want to count yourself: I counted primary weapons as 10 slots each, engine parts as 4, jerry cans as 3 each etc, basically how many slots they take in your backpack/inventory. I also found out that even when the vehicle is full, where usually an object would just drop on the floor behind it if I try to put it in, backpacks can still be put into the vehicle, even if there are items inside it. However any items inside a backpack whether the car is full or not will be lost on server restart, so make sure to take everything out and put them in seperately if you want to keep the items.
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I think having the zombies hear you speak, especially hearing you better than other players can will greatly discourage talking in game. I don't think speaking should ever be louder than a gun shot and I think multiple selectable distances would get confusing and frustrating for instance accidently shouting to your friend 5 meters away instead of whispering. It would only work if it would somehow detect the loudness of what you saidand then different mic volumes of different people will affect it too much. I think a simpler solution would just be if direct somehow just worked for everyone and if you needed a radio for side channel and could turn it on or off.
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A few days ago some servers had problems with character saving; nothing that you did on these servers mattered because nothing was saved, I kinda liked it. So maybe have some servers that don't connect to the database at all and are just for temporary characters for when you want to play away from your character or are new to the game and want to learn the basics or the areas (selectable spawn point?). They might just end up being deathmatch servers but at least it would keep the deathmatchers out of real servers. I guess this is what the possibly upcoming "DayZ lite" version for personal servers will be like.
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After playing the game I have a few suggestions.
anothermartz replied to MR DELICIOUS's topic in DayZ Mod Suggestions
Adding to the reviving as I was just about to make a defibrillator suggestion thread myself: Players should only able to be revived if they are still in the "YOU ARE DEAD!" screen meaning that they can give up on their in game life and rejoin to start fresh so it's up to the other group members who aim to bring them back to keep telling them to "hang in there!" as they drag them to safety or protect them while someone gets the materials. Of course the dead shouldn't be able to talk back to them and their pulse can be checked to tell the medics if they're still waiting to be revived or have given up. I don't think there should be a time limit for how long they can wait because their will of resisting to just respawn is what keeps their body warm. It's not like someone could get killed on their own then go offline until their friends are on to revive them; they'd have to wait in game the entire time while their corpse can be looted making reviving them pointless. I really don't see any drawback on this system for bandits and it can eliminate the hassle of having your character instantly reset because a PKer happens to kill you with their first shot before being taken out by the rest of your group. As for water poisoning, there are antibiotics in the game that currently do nothing so those could be used instead of the suggested morpheme if you can't take painkillers early enough after being poisoned. -
To servers owners:veteran instead of regular
anothermartz replied to kinex's topic in DayZ Mod General Discussion
I agree with IAMASurvivor. Even though I prefer to have third person disabled and as little HUD as possible, having different servers with different settings I think is a good thing. Pehaps there could be tags in the server names for the settings they use so you can filter the settings that you want to play with. -
AI Death squads, bullet lethality and delayed disconnect
anothermartz replied to =MeRk= Morbo513's topic in DayZ Mod Suggestions
I don't think changing the word from realistic to authentic really changes anything about getting instakilled by another player, it is very immersion breaking and incredibly frustrating to have the screen seemingly randomly say "YOU ARE DEAD!" because a PKer shoots you from a distance for their own fun of destroying your playthrough. I'm not against PvP; I adore the idea of bandits killing survivors to get their gear instead of scavanging it from towns but the current system allows for people to have their game instantly reset by anyone for no reason and I think this is very game breaking. The incapacitation idea adds more authenticity to a murder than multiple shots for a kill takes away. Helmets and body armour could make it more convincing if it really matters that much. -
AI Death squads, bullet lethality and delayed disconnect
anothermartz replied to =MeRk= Morbo513's topic in DayZ Mod Suggestions
I hear the common phrase of "anything but one hit kills is unrealistic". Well, Morpheme to fix your broken legs is unrealistic, running forever is unrealistic, respawning as a new character after you die is unrealistic and plenty of other game mechanics are unrealistic because they are game mechanics to make the game more balanced and enjoyable. So if you can accept these unrealistic mechanics, why are one hit kills unacceptable for the pure reason of unrealism? No one ever gives any other reason for one hit kills to be in the game apart from realism. -
Yea if you pick up the chest pack it goes on your back and replaces your coyote which has more slots; it's really pointless apart from if you somehow lose your starting backpack. Is this a bug? Are you supposed to be able to carry it along side your current backpack to add 6 extra slots?
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AI Death squads, bullet lethality and delayed disconnect
anothermartz replied to =MeRk= Morbo513's topic in DayZ Mod Suggestions
I think a lot of people really misunderstand gameplay and balance when they agree with the fact that you can get instantly killed by some random guy taking pot shots for their own enjoyment of ruining yours because "that's realistic and that's that.". Random PKers are the biggest problem with this game because there's nothing to stop them, even if you kill them they'll just respawn and continue. Although instead of having AI come in and potentially kill innocent survivors or have survivors kill the AI to loot them and save the PKers, I think there should just be a survivor only radio dedicated to PKers' last seen locations in the form of map co-ordinates so people can place markers and hunt them. Right now bandits are announced in side channel but bandits see it and move to a slightly new spot to camp there until they are spotted again, it's also ALL bandits that are announced and not just asshole PKers doing it because they're bored. I can imagine a PKer could have fun with people coming to hunt them and they have to be good to defend themselves but at least: 1. They'd have to be good to survive with the disadvantage unlike now where they have barely any and 2. The people they'll be against will acknowledge that it's risky business to kill a PKer and so dying by them won't be unexpected. The kill count could have a cool down time so if they switch server, the new server will just alert people of their presense and they could get out of being a PKer by stopping to kill players for a while. I really like the idea of a headshot making someone incapacitated for a long time, it works out for both sides of an attack because the killer can still take you down easily if you're alone or unorganized and a member of a good team can still survive getting unfairly taken out by someone who doesn't even care about ambushing you because they're just shooting whoever they can. Because of the wait of an inevetable death, some people might even click respawn to commit suicide instead of waiting to recover or could get eaten by zombies so you actually do kill them in one hit. Or you might not even need to actually finish them off if you could steal their gear when they're unconscious, at least for the victim they won't be teleported to the coast and it's doubtful that you'd take absolutely everything from them and leave behind nothing, maybe only robbing them won't lose as much humanity at the expense of running away before they wake up and kill you. Hell this even creates potential for scenarios where you could be incapacitated and wake up after being dragged to a warehouse with your weapons stripped and a bandit interrogating you about where your tent is. It'll actually add the "roleplay" back into to RPG. -
Hunger and Thirst goes down while offline? You mad brah?
anothermartz replied to Soret's topic in DayZ Mod Suggestions
I don't know about anyone else but I always have something to eat and a drink in my backpack at all times for emergencies and I've never had to use them yet, I'd suggest you do the same. If I know I'm going to disconnect soon I'll also keep some extra supplies and/or disconnect in a safe place near item spawns so I'd likely find some when I come back. I like the idea of hunger and thirst deteriorating when you're not online because it makes going offline like sleeping (or passing out if you happen to have to quit unnexpectedly due to whatever interruption) and so when you wake up you can be hungry and thirsty and if you've done it right you'll have some food and drink on you or likely near you. I don't know if you can die from not playing in a long time but if you've not played for so long then it probably won't bother you that much to start a new life anyway. -
I really like this idea, are we talking the plane leaving several small drops along its path or one big drop that's like a community event? The fiormer one is more simple but the latter sounds like it has a lot of potential; if the drop location is announced to all the survivors only then they could meet up there, trade, chat, heal and maybe even get hostile if someone gets too greedy. Bandits could still find them by either being lucky enough to see where it got dropped or by following a survivor they suspect of going to the drop point. In that case they have an amazing haven of prey and loot.
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Yes, scrap them. There should be gradual drawbacks to how low your humanity is such as being more visible and audiable to zombies or needing to eat and drink more.
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Stun system to force bandits to loot survivors instead of just killing them
anothermartz posted a topic in DayZ Mod Suggestions
Warning! Long read, lots of detail. TL:DR at the end So I've been thinking hard on how PvP can be fixed in this game because at the moment I see survivors complaining saying that bandits need to be nerfed so survivors can kill them easier and then of course bandits are voting against that because then they'd get killed more and a lot of bandits didn't even want to be bandits in the first place. So here's my perspective on the situation and my suggestion on a PvP overhaul: Why I think playing survivor can suck: You get killed in one random shot that you'll never see coming and most likely the guy shooting you didn't even want your loot, they were just bored and have loads of ammo in their sniper on a building. So all your hard work amounts to nothing as you start again on the coast as a noob. You may keep your humanity but it means nothing so either you continue being a humble survivor just to get shot and lose everything again or you say "fuck it" and kill someone to become a bandit. Why I think playing bandit can suck: Well now you're stuck and have no choice but to fight for your life, everyone tries to kill you so you can't gain humanity by healing people to become a survivor again and there's just no incentive to become a survivor again anyway or even to go looting buildings when you can just shoot the moving loot spots called "other players". Now you're on a free for all deathmatch server with a side helping of zombies that aren't really a threat anymore as you wait for your prey to take them all out then you shoot them. Hell you probably don't even want or need anything they have you're just bored and saw an opportunity. Basically the mod is more about trying not to get shot by other players than it is managing equipment and surviving zombie attacks because none of your experience matters when a bullet hits you from some guy who loves FFA but is too bad to play it on a real server. Where's the accomplishment of a survivor? Where's the challenge of a bandit? What I think will fix this: Instead of survivors being able to just kill survivors all day, have it so you can rob them by stunning them with a special stun pistol ammo that can be found in special buildings similarly to how blood packs are found, it is one magazine slot per shot and you have to reload to it like a different ammo type (like chemlights and winchester shells). Normal gun ammo for all guns only makes a survivor temporarily injured in the legs so they can crawl to safety then escape if you aren't close enough to stun them. You lose 250 humanity every time you shoot someone. Stun ammo makes a survivor go unconscious and lootable for 10 seconds if shot instantly (you lose 500 humanity) and 15 seconds if shot when they're injured (you lose 250 humanity, so if you shot them to temp injured it's still 500 total), so it's worth shooting them normally and then switching to the stun ammo to knock them out as those 5 seconds will mean a lot and you better be close to them if you want a chance of stealing anything good and getting out quick before they wake up and shoot you. What I think will happen: This will keep cities and closed areas very dangerous for survivors because they can't just shoot you as soon as they wake up because you could've ran through an alleyway and they probably didn't see which direction you went. Which in turn will probably make survivors walk out in open areas which makes it easy for you to stalk them into a more secure area where you can leap. You can have survivor hunting sessions, taking out a stray of a pack. "It only costs 500 humanity to stun someone, so a new survivor has to stun 5 people from default humanity before they turn to a bandit?" No, when you have the stun ammo in your equipment you'll lose 4000 humanity which from default humanity (2500) you'll certainly be a bandit from carrying it. However, you'll only lose it when you have it in your active inventory, not your backpack... "Why should I care about humanity, I'm already a bandit so I'll always get shot at anyway" If your humanity isn't too low, you can put your stun ammo in your backpack and you'll gain the 4000 humanity to be a survivor again so you won't be able to be killed. This also means you could trick other survivors into trusting you and then pull out your stun bullets and suprise rob them! So you'd want keep your humanity high enough to have this ability for some cunning robbery tactics. But beware, anyone can check your backpack and see that you have the ammo in there and even steal it from you to use it against you so they'd have to be gullable enough to not check it or you'll have to be swift enough to avoid them checking it (that could raise suspicion though). Or even more cunningly, you could raise enough humanity to have more than 4000 and you could actually have the stun gun in your inventory so they don't see or steal it from your backpack, free robbery! This might sound bad for the survivor but considering that they've helped enough people (or organized a rogue group well enough) to get more than 4000 humanity (roughly 6 blood packs from default 2500), I'd say it's quite justified. It forms a cycle of helping people to robbing people later, you want humanity so you can spend it on robbing people better and the ratio makes it so there's more help being offered than people being robbed. "But my humanity is too low, I drop the ammo and I'm still a bandit!" That means you've stunned over 5 or shot over 10 survivors without healing any to balance out your humanity. You can gain 250 humanity when you're a full bandit (bandit without the stun ammo) by being killed by a survivor. Being killed, Killing or stunning another bandit doesn't affect your humanity for bandits or survivors and you only gain humanity for being killed by a survivor if your natural humanity (without -4000 for the ammo) is 0 or less. TL;DR: Experienced survivors don't get their run ruined by some noob FFA killer, but instead can be ambushed and robbed by a skilled bandit in a fair fight. Encourages: Survivor co-op: so your partner can take out a bandit if he stuns you Bandit co-op: to easier ambush targets Bandit stalking: predator shit while a bandit waits for his moment to strike Dramatic survivor betrayal: if your partner really has a stun gun and was waiting for you to turn your back Bandits fighting amongst themselves: "no it was MY survivor!" Getting good grades and a high paid job Discourages: Camping, just killing survivors: You can't and trying will turn you to a bandit so people can kill you Monotonous play style: "man I've robbed so many people now I need to help some so I won't be a target!" Monotonous play style: "hey I have lots of humanity, I can rob someone and get away with it!" Getting all pissed because your friend accidently shot you in a zombie rush and now you've lost everything: "dude just get up I'm sorry man have this blood pack" Unsafe sex Let me know what you think, I started off with a simple overall idea but then I thought of a counter argument and then a solution to that and another counter argument and so on so I feel I've covered everything but I bet there are flaws. I'm aware that some of the things I mentioned might not be possible but I still wanted to throw this out there; that there might be a possible solution to people randomly getting killed without disabling the integrity of having bad guys in the game and maybe an alternative, possible method of achieving that could be made instead. -
Stun system to force bandits to loot survivors instead of just killing them
anothermartz replied to anothermartz's topic in DayZ Mod Suggestions
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Stun system to force bandits to loot survivors instead of just killing them
anothermartz replied to anothermartz's topic in DayZ Mod Suggestions
So what you're saying is that in addition to being insta-killed by death matchers all the time, you also want zombies to insant kill you as well? Or that nobody ever pays attention to each other because they're too busy fighting zombies to be able to do anything else?