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Horr1d

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Everything posted by Horr1d

  1. You clearly didnt read my posts Septus and just come to troll down ideas before you have even considered them in any context at all so go check the other thread and look how I talk about stamina, so you cant not sprint forever. Stamina bar duration is based on current level of food and water . Sprint when out of bar and you burn water level RAPIDLY, just like IRL. I'm not a terrible FPS player and I used to be in the British Army. I know about fire manoeuvre, how to read a map, how to stay hidden by sight, sound, silhouette, putting tape over my buttons etc to stop reflections... and I'm just saying that AI changes would keep me on my toes and make it very difficult and scary again. Plus it would allow clever manipulation of the zombies, instead of just shooting the annoying bastards in the head or avoiding them completely. If you use constructive criticism, then ideas can grow and we can together along with Rocket and his team, make this mod one that could rival that of the big hitters, wow, cod and the sims.
  2. Thanks Cal. http://dayzmod.com/forum/showthread.php?tid=7597 is the original thread on how the AI could be changed. I can accept Rockets decisions about them not being zombies but infected people and that he wishes to keep the run speed very fast, but let me clarify my decision. ARMA has a very slow action sequence, such as drawing a pistol, dropping a flare etc, all these actions are performed way too slow by the animation and mean that the actions you can take before the super fast infected are upon me, is to keep my gun drawn at all times and shoot or run away. Thats pretty much it because its all I have TIME to do, with the slow animations and very fast speed of the zombie. The current speed of the zombie isnt really a problem, as the AI is even dumber than a real zombie and can be navigated easily. Keeping the speed like Rocket envisions is fine, but please take a look at how the AI could change to produce stray zombies and huge swarms if you are not fast and quiet enough.
  3. And trolls like you Septus should go back into the league of legends forums where you belong.
  4. No not end thread, like you are some sort of judge now and cast your judgement over others discussions and on all the other opinions and ideas the community has been discussing. Once the mighty admin cast forth his words, but only of course, because you think you are now "on his side" or something bizzare. Does not discussion and sharing of ideas help? When an engine comes along that is suitable I can make my own mod, I will attempt something similar to my idea. Until that time I love discussing with the zombie community ideas on this forum. Slower zombies will result in more tactical decisions, you have time to think of a strategy, using the environment to get the best out of it. You do this every time you play right now, and I say the zombies are boring, easy and make interactions come down to fight or flight. As there are no real coop elements in yet and the zombies are no threat, its just fight each other and zombies when you have to. I dont need to coop up to increase my odds of survival at all, thats the problem with the game and improved AI along what I suggested would improve the RP aspect of the game by making your odds of survival better if you work together, because of the increased difficulty of the zombie, or "infected person". They can still run fast, but what do you think of my AI tweak? They can still be fast and be infected people. Try it as a test, reduce all zombie speeds and tweak aggro like I suggested, see what happens! People might enjoy it, spice of life and all that ;)
  5. Horr1d

    Cannibalism and You.

    Idea for cannibalism... If you are travelling with friends there can be an option when using context menu over them to "Allow cannibalism" this would allow them to eat you when you die at no morality loss. Only social loss... lol
  6. -- seems my entry bugged http://dayzmod.com/forum/showthread.php?tid=7698 is new thread for this
  7. Slow ones would pursue you for an infinite amount of time unless they lost vision and sound. After vision and sound was lost they would move in the same direction you were going in, just wandering until someone else disturbed them. I like the idea of a horde mentality among zombies, which would create herds of them which travel the land, listening for that gunshot to slowly move them to your location. A stamina system would need to be implemented too, so running away would not be something you could constantly do at max speed. The size of the stamina bar would result in the level of food and water you currently have. Sprinting would lower this bar (and regens slow when you are not moving or walking) when the stamina bar is empty, continuing to sprint will result in burning the food/water levels much faster, forcing you to need to eat and drink more frequently. Slower zombies would for balance, have to hit much harder and possibly infect humans hit with their virus, eventually turning survivors into the undead themselves. When infected, you will turn into a zombie after a random amount of time. What might be fun is after you turn zombie, you can control a zombie but have severely restricted vision and hearing. You also move slowly. You remain as a zombie until killed again or you choose to respawn.
  8. Horr1d

    Allow the settling of towns

    Do you remember how Mad Max 2 was? People inside guarding the fuel and bandits trying to break in? No NPC's ever. Just players trying to protect and gain resources from a town thats been fixed up and repaired. No items will ever spawn in a town unless you fix or make use of certain static town structure's like a well for water, a farm with livestock for food or an oil pump for fuel. Make successful towns need regular traders or hunter/gatherers to provide them with ammo and seeds/generator repair kits/fuel/livestock etc. No zombies can spawn in or near there, but if a wandering horde of them descend upon the town, possibly led by a other players, lets hope they have enough ammo to protect it or you could find yourself forced to abandon it. Me and my friends want to take over and try and live in a town, others are welcome to help us defend it. When bandits come to the town, we will expend ammo fighting them, and no ammo will re-spawn in the town, so unless we live in peace, which we dont, then this town cannot be forever, we will be forced to leave if we cant defend ourselves.
  9. Exactly, like the complacency that allowed the guy to get bit in the old Dawn of the Dead movie. One slip of concentration and you are infected.
  10. I just know that with fast zombies, I have no time to make a plan, run or shoot is the only option at the moment with fast zombies. With slow ones, I can formulate a plan and try and lose them. I can gather a horde of them towards gunfire etc, i can PLAY with them more. Try to somehow trick and evade the zombies without sprinting to bumps in the road, ladders or step hills and hope they bug out. Slower zombies with the occasional faster one thrown in the mix would make this a more psychological terror than shock terror upon aggravation of a zombie. Slow zombies would need to be more damaging when they hit you to make up for the slower speed, and perhaps infect you with the virus that will turn you into a zombie unless you find the antidote from medical tents. Player turned zombies could perhaps be the ones that move faster, and contain some of the players original loot.
  11. Horr1d

    Allow the settling of towns

    Thanks for the links, will have a read and come back with my thoughts!
  12. Horr1d

    Cannibalism and You.

    Cannibals should, depending on how much human meat they consume, eventually start making sickening human/animal noises, making it harder to sneak.
  13. I agree with the OP, they are like the pestilence of buff bots on Dark age of Camelot. You can gain access to it by making an extra effort outside of your in game character, to gain advantage over others that dont want to leave their in game characters. Let everyone start with a map OR, PIECES of the map, say the small square around where you actually are, and another place nearby, you can collect new pieces of the map from rare zombies and other hidden areas. If you are lucky you can find a complete map. On death 50% of any map pieces you carry are blown away to the wind (removed from game)
  14. Many excellent points here guys and I've rep'd you for it but the point I want to make is I want to make gold the point of the game for me. NOT survival, in my closed society, gold buys my survival as my hunters collect all we need for survival and trade, we pay them in coin. Foolish? Well kinda, there are zombies around here but I want to see if a real currency is possible to be role played and doing it with bean tins just didnt sound as good and a "hard sell" when i try to sell it to friends to try out. Even if gold coins ends up in the game, it wont change the way you play it but I think it will start to make the world more rich with lore and role play opportunities, which will drive this game to be more fun.
  15. Intrinsic value I accept, but I also want perceived social value to get my followers to accept it as something cool and desirable. If someone said they spent their day collecting bean tins and someone else said collecting golden coins, I know what is widely perceived as the more valuable activity there, regardless of the underlying reality that both items can be in fact used in the same way. All I'm saying here guys is I want the option to try and RP, to create my own gang like in fallout new Vegas and we accept payment in coin for gear, food and water. Lets say I try and RP this thing and get 20 people on board with me, we have loads of items stashed in a town we clear and guard heavily. We have hunter gatherers who go out and collect more stuff for the group. We have snipers watching the main points new people are approaching from and when they approach, we call out to them, explain who we are and that if they want to buy anything, give us the gold now and we will return with the item. If they ignore us completely, we shoot them. If they try to enter the town without permission, we shoot them. If they try to attack us... you get the idea. Things like this can drive a game even more, all I'm asking for is a gold coin supply on a map that's not too hard to find, but people will instantly see it as potentially being used for currency, unlike said bean tin. I want to see how much of it I can collect. For realism, we can have a money bag that can hold 10 gold coins, anymore than that and they start to take up inventory slots at 10 per slot. A group holding a town can collect as many of these coins as they want, and I intend to do so! It really would not be much effort to put in place. If I knew you would add it, I'd offer to learn how to code it myself.
  16. Because I view gold as more valuable than tin, its more scarce and cannot be counterfeited. Plus what kind of Caesar would I make if I used tin cans for currency? How do I expect my Legions to take me seriously.
  17. For all these people against currency, thats fine, don't use it! But I want the option to setup a community that lives in a certain town of my choosing, and we accept gold coin for supplies. Just because the gold coins have no worth to you, does not mean they wont for me. How do you think money works today? We are all forced to agree to use it. That is what I want to attempt to simulate in a town here. There could be incentives further still by one day having benefits to settling and working together in an attempt to recreate civilisation. Ignore fallout 3 and look at new vegas, the fractions that I want to create myself in Day-Z would have our own currency just like Caesar's Legion with gold coin, the NCR with paper money or the Anarchists who choose to use ammo and food/water. Why cant we have this in DayZ?
  18. When I say currency, yes any item can be used even broken bottles but this currently does not have much use at all. An idea was seeds. Seeds would allow you to settle in a town if it had a soil plot as you can just grow food there constantly if you had the seed supply and the town had a well. Gold coins could work if there was a leader board based also on collecting them, otherwise there is no real incentive outside of heavy role play. Allowing players to make their own shop and set their prices in the form of any current item in game would be good too. The possibilities are endless for this game and settling in a town and trying to come up with incentives for people to gather in communities for mutual survival is what I am trying to get at here. These communities can of course be turned upside down by player behaviour, I just thought it would be cool to try and recreate a civilisation and see how long I can work on maintaining it before it falls. That way, we might see RP things like the communist and nazi fractions AK metro 2033 or specific clans and fractions forming. Totally player driven!! No one is forcing you to use or do any of this stuff, but come into our town and dont listen to our rules and its bang bang time for you!
  19. Free to play or small sub for bandwidth, MMO server that takes place on an entire country. Global leaderboards for Zed kills, Bandit kills, Survival time and Murders committed. Eve online but real world and zombies. Non pay-to-win item shop selling customised weapon skins, character skins, accessories and assorted none pay to win gadgets: I.e a bag of laughs like at the death of Jack Nicholson's Joker in batman, will laugh everytime you are killed in a creepy way. I'm sure the community will come up with loads of cool ideas here which can allow RP and drive player driven content to keep things fresh. I'd pay to support this game and that would be a cool way to do it, even eventually pay more than I have by buying ARMA at full price!!
  20. Creating a personalised skin with each profile you use in game would help get to know players, I agree a skin should not determine who I want to kill or work with. Having a player tagged as a Free target to anyone they discharged a firearm near would balance fairness as anyone who fires at or around me with no warning shout is a valid target in real life too imo.
  21. For this to work you need an incentive to cleanse a town of zeds and hold it on a long term basis. You would only do this if the town gave you spawned resources in food + water. For example if you have a rope and bucket to use the well, you can collect x many buckets of water from the well before the rope gives in, say enough to sustain 3 people there for 3 hours each. I could work a currency system into the ropes. Give me them, I let you use the well for water. With food perhaps you need seeds, give me seeds and I will give you some food. Gold was just an idea and not a very useful one but seeds and water purification tablets/rope can be currency if it can provide a benefit, and it does by having them used in key areas to provide food and water.
  22. Items with non useful properties have been used in societies for thousands of years as a medium for trade. Just because you don't need it or see a use for it, does not mean that one day others will not. I love the idea of taking over a town to settle in and become founder of, and if I could do this long term with a bunch of people, I might choose to trade in gold coin, depends on the economics of other spawned items and resource. Lets RP?
  23. Yes bartering will occur with new relationships between players but large groups of people might want to make some sort of currency if they can build a sustainable community on a large scale for the long term. Currently this isn't really possible as there are no shops as you say or more specifically, no benefits to staying in a town once its been cleared for the long term. If you could perhaps barricade up towns to be more easily defended, use soil with seeds to grow food and source water from wells in the towns then it could be possible to settle somewhere as a community and the currency would start to gain value.
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