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Everything posted by combatcomm1
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The team work philosophy (Shoot on sight / group play)
combatcomm1 replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
I agree with bullfrog. The need to talk and learn from people will be the initial draw to talk to one another long enough to get to know each other. The prospect of making the world (server) a better and more survival place for themselves or human kind as a whole will lead them to stay together. Objectives and game mechanics that can only be completed with multiple people. And why is that noones agrees that crafting, medical, environmental dynamics should SOLEY be discovered and learned from other players? YOU ARE NOT BORN KNOWING HOW TO APPLY A TOURNIQUET OR GIVE CPR. You must learn from other players in game. Its how humans interact and learn from one another. This is essential. -
The team work philosophy (Shoot on sight / group play)
combatcomm1 replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
+1 all the way man. Edit- I guess I should try to clear up or defend my information exchange concept. The ultimate goal is the addition of game mechanics that reward or rather give the upper hand to those who seek to gain information from others. Varying loot location in different servers = This example mechanic would allow people to exchange information about where things have been spotted lately as opposed to once u know where to find loot a, its always generally in the same spot. Varying Location of edible plants and animals - Are deer in season in the north this month or the south? East West? Are penicillin mushrooms growing better on the outskirts of stary or pusta this week? If these things change it allows people who conversate ask questions the ability to get a one up on survival. Ponds with algae blooms or bacteria = this can change so that water sources are more desirable than others. The socially savy player who learns from others what ponds are dirty that day wont waste time, energy, temperature loss, and food to get to a water source that he can only drink from if he boils. Recipes for food or medicine & crafting= All medicines, foods, instructions for crafting skins, items etc should all be soley found or taught to you from other players. Sure all humans know how to drink, open backpacks, eat from the start or whatever. But you have to learn how to make medicine, which plants are poisonous and which help, how to build an effective fire, first aid etc. Humans are not all bestowed with first aid or CPR training. This should all be things learned from other players expiriences only. Again, the reason humans have come together throughout history to form cultural groups and dont kill each other on sight like many other animals, is we survive, and survive better than any animal because of information exchange. -
Humans are built for Information exchange - solution to Excessive PKing
combatcomm1 replied to combatcomm1's topic in DayZ Mod Suggestions
Yes, a lot of it will lay on the server admins to not provide a teamspeak server for the game. Or is this something that individual groups and players can set up themselves? -
Rocket, dude! Can we have old mouse wheel menu back?
combatcomm1 replied to killzone_kid's topic in DayZ Mod Suggestions
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Humans are built for Information exchange - solution to Excessive PKing
combatcomm1 replied to combatcomm1's topic in DayZ Mod Suggestions
Nothing will help those who seek to circumvent the game and make things easier for themselves. If someone chooses to go online for all their info than sucks for them. They want the game easy, they dont want the same immersion expierience I want or that rocket is trying to create for them. Same as players who print out maps to look at on their desk in the real world. I dont do it because it kills immersion and makes the game easy. Rocket said that he would always seek to make the things available for people to play the "hard way" People will always use teamspeak, cant do anything about that. As for teamspeak, I don't know exactly how it works but if you come across someone who isn't in teamspeak and they have information that is awesome and relevant to u and you than cannot get it than sucks for you. I guarantee that direct chat will create a MAJOR difference in the culture of this game. That is why i suggested the ever changing dynamics that would give the IN GAME communicator an upper hand. You cant go on a forum to get information that changes on the fly in a game server. Its too complex, no one would know everything. Another thing is a lot of people play this game for a social experience. They will feel lonely if they are not in teamspeak and want to find people to talk to. Server admins should discourage teamspeak and encourage in game chat only. Even bandits will get tired of not being able to boast their kills to someone. It will get old. So they will seek to communicate and talk. All this no PK area and safe zones stuff though, they are a bad ideas cuz they are unrealistic. Its about allowing us to do what we need or want to do based on a realistic framework. If you want to create an area that's "PK free" you as a survivor should band up with other survivors who all have the same goal in mind and create it within the realistic realm of the game. So enlist people to guard the "PK free trading zone" With enough like minded people guarding/patrolling the area no bandit would survive long even if he killed one person in the trading post/city. Make it so that its PK free because its dangerous for a bandit to act up there. Not because some magical zone that dosent allow bullets to penetrate flesh was created. -
The One, The Only: I HATE TEMP THREAD
combatcomm1 replied to rocket's topic in DayZ Mod General Discussion
Hypothermia is in most cases much more dangerous than a common cold, which as stated earlier is not caused by temp drop. So rocket, awseome mechanic! If you care to make it more realistic for the sake of it I guess you could just scrap the antibiotics and let hypothermia just be hypothermia and kill after a certain time. Colds can be randomly generated so that the infection group dynamic remains in tact. -
The retake time should be completely random to keep with dynamics and realism. But I like the power plant dynamic. Maybe the random time is lessened (more frequent) if the lights are off. So the lights are what help keep the zombies away? I dunno that goes to rocket to decide what his zombies are attracted and not attracted to.
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I love this idea. Certain criteria met == zombies spawn outside of city and slowly and sometimes quickly and en mass, come back into town. Allows for a player made objective. Rocket just needs to provide us with the mechanic. Which is more realistic than the current implementation of zombies magically spawning back in town. This also helps promote my suggestion here, http://www.dayzmod.com/forum/showthread.php?tid=6986 about information exchange. Players can exchange information about which towns are bandit held, survivor held, which have trading posts etc.