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104 ExcellentAbout xximrtwoixx
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NVG's, the downfall of DayZ "suspense"
xximrtwoixx replied to Arctic33's topic in DayZ Mod Suggestions
Most nvgs can work in complete darkness as they have secondary IR illuminators that act as flashlights to nvgs but are not visible to naked eye.... -
Make Death a Loss, Re: Tents, Inventory
xximrtwoixx replied to catface.jpg's topic in DayZ Mod Suggestions
Rrrrrr -
Make Death a Loss, Re: Tents, Inventory
xximrtwoixx replied to catface.jpg's topic in DayZ Mod Suggestions
Being an advocate for persistent storage doesnt mean you are a hacker/exploiter. Locking gear from characters has many issues because it can be bypassed by groups, or entails massive amounts of tracking data that needs to be checked in near real time. I think fixing the issues like duping, hacking, inflation, etc would provide a better solution. I also think new content needs to be added that gives characters intrinsic value outside of their gear, this is the only way to change the way people think/play. -
40 Suggestions to Improve Realism and Immersion
xximrtwoixx replied to jaws4096's topic in DayZ Mod Suggestions
Nice post, I'd give my beans but I'm on mobile... You didnt address the loot economy at all though, IMO this is one of the biggest issues that needs to be adressed. -
Loot spawns should be coordinated with hive
xximrtwoixx replied to CongressmanAlexShrub's topic in DayZ Mod Suggestions
I guess OP was IB4 my post, not sure if it was before I said the same thing in multiple other threads though Here's my proposal, it isn't actually dynamic but based on daily updates. There would still be differences between different servers though because servers store what is in player storage and what is on the ground. Best way to have a real economy is to get rid of community servers IMO. http://dayzmod.com/forum/index.php?/topic/83090-dynamic-hard-loot-caps/ -
Humanity-What is it good for?
xximrtwoixx replied to rpatto92@hotmail.com's topic in DayZ Mod Suggestions
Because the Z's are really living infected people killing them should also reduce your humanity, they are just sick people after all. Why don't all the care bears take up ethical treatment for Z's as a cause, your still murdering living people so whats the difference? -
Something standalone absolutely needs to get right: Seperate clip/bullet counts.
xximrtwoixx replied to Ozelot (DayZ)'s topic in DayZ Mod Suggestions
I like anything that makes weapon handling more realistic, and I also agree that magazine's should act as fillable containers for bullets. All of these parts are great in your suggestion and btw this has been suggested numerous times. I'm not sure what your talking about when you say guns fire multiple calibers, this isn't really true. There can be alot of differences between cartridges like bullet weights or amount/type of powder but the size of the actual bullet (diameter) is always the same, and that is what caliber means. The size of the cartridge is also always the same. -
I like that being forced to survive through the night equals ruining the game. I like the suggestion, the day penalty not so much because people adapt to whatever sleep patern they need. I like the scale that the different items allow, and that fire can be used as a short cut with disadvantages.
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Thanks for the positive feed back, I hope these types of considerations are examined by Dev's. I think that this type of feature really belongs in Beta, but I think the more data that is avialable the better the tweaks to possesion caps can be. The only way to get data is to have glitches fixed and implement some type of cap though.
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books that unlock new skills.
xximrtwoixx replied to DeadManWalking2's topic in DayZ Mod Suggestions
If you have a learn by doing then people will sit at camp and farm that skill, or go on specific farming runs then put the book into storage or another group member. I'm not saying this is extemely unauthentic in itself, but some actions it could lead to would be very unauthentic, like bandaging if they are shooting each other just to bandage. Matches would be maxed in minutes becaues someone would simply start X amount of fires in a row. I think your intentions are authentic because if you don't know how to do something but have a manual your able to learn from it while you attempt an action. I think it would be better to have a simple possession timer rather than a set number of actions. IE book in possession you can do X, after X days of book being in your possession you don't need to have it to take X action. IMO hoarding is an issue with this because it allows a player or group to easily relearn skills after death. I think this will reduce the effects of perma death and I think that is a major area where skills/specialization can come into play. I agree that suicide for skills could be an issue, if they are selectable at spawn, but if skills are able to generate enough attachment to a character, ie the player doesn't want to lose the skills they have, then death by any means would be avoided. I do realize that groups would be at an advantage with any system simply because it allows the individual members to be more specialized. This can be a disadvantage also, for example if they lost their medic and he was the only one with medical skills, they are now at a huge disadvantage. I also think that selection should work more as a barreir for entry than a one choice of mastery. Your book mechanic works like this, if they don't have the book they can't even attempt an action. If the skill or specialization is simply the start, and then over time it grows at a set rate or you can grow it based on points for surviving then older characters will always be more valuable than new characters. IMO this is authentic just because no matter what your specialization or skills before SHTF doing those things without modern technology are vastly different. -
books that unlock new skills.
xximrtwoixx replied to DeadManWalking2's topic in DayZ Mod Suggestions
I like OP's idea, but I would prefer learning skills from other players rather than books. At character creation you get to pick some stuff one of them being abilities/skills. You can teach these to other players, or they learn by observing you do them. This would be authentic and also have the benefit of causing people to group up. Also the issue that Raventhorn highlighted would be bypassed, if a group is killed they have to start all over learning their skills w/no advantage thus perma death hurts more. I think the number of skills needs to be high enough that it would be unlikely that small groups know all skills. -
Why do you want abilities tied to equipment? If you find a medical bag does that mean you know how to perform surgery? If you find some wrenches you can now repair a car? Do you want it this way because its easy for you to gain these abilities and then pass them on to your next life by looting your body? Why do you dislike skill systems, is it because you can't operate at a selected disadvantage or are you afraid of losing everything in perma death? How log does it take a player to master the operations they need to know? I understand there is a steep curve for players that haven't played arma or maybe haven't played a mod before but once this is overcome there is little left to master, especailly because everything is available via wiki's. If nothing is going to add intrinsic value to a character you simply have a long round of free for all DM where you find your weapons and have to eat. I want more out of DayZ.
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I think bases should use exhisting structures that way players can't "ruin" the map, they simply can fortify exhisiting buildings. There can be levels of fortification that require specific numbers of resources and specific actions. Yes buildings within a server could be made off limits to everyone but this is authentic IMO. Fortifications and buildings can be destroyed so go destroy it if your pissed. There could be an interface added to each building that allows a player to "give" it resources for fortifications. Example: Hanger Building: Fortification 1: Door down and locked. Secondary door is locked/barricaded. (can pull in vehicle) Fortification 2: Main door and secondary door are reinforced with steel plates (scrap metal) Fortification 3: Main door welded shut (Can no longer pull in vehicle) House: Fortification 1: Door is barricaded Fortificaiton 2: Windows boarded up and door reinforced Fortification 3: Windows/doors are reinforced/covered with scrap metal Hotel: Fortification 1: Stairwell door barricaded Fortificaiton 2: Stairwell door reinforced rope ladders in elevator Fortification 3: Stairwell destroyed, pulley's and crane added to elevator shaft These could even be available out of sequence so you have the choice to destroy stairs/doors for more security or retain their functionality at less security.
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I would prefer if it worked just as it does now, gear stays on your body until your body is deleted or server resets, this would also take care of weapons that are left in the enviornment (dropped) or griefing scenarios, though the actual rarity of items would be so great I don't think anyone would try to grief with them, it would actually be as illogical as it would be in an authentic scenario.
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IMO you need to throw out your toughness perk, no perks/skills etc should improve blood or give "HP" to characters, this takes away from the equality in PVP. To those that don't want "dice rolls" to decide pvp you have forgotten about the spread mechanic that exhists in DayZ. This mechanic alters the angle that your barrel is pointed when you fire shots and fairly randomly effects your accuracy. Go shoot a makorov or 1911 and you can see what I'm talking about, these things you complain about are already in the game.