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Minesplorer

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About Minesplorer

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    Scavenger
  1. Minesplorer

    Hacker on DE 198

    July 14 at 8:45 pm GMT-5 Multiple witnesses saw a hacker teleporting, aimboting and spawning vehicles. Earlier in the day, he was also suspected of hacking and spawning bots as witnessed by two players on the server. Player ID: 8420550 GUID: 0300e98cb422d9f4a278ecee19deefac Known aliases: Lulo, HeyP Alternate ID: Player ID: 28609606 Alt. GUID: 7a8a92f985382880ed315f70cdf278ce Alt. Known aliases: RyanParsons, Beammebro IP #1: 94.171.68.164 IP #2: 82.102.99.27 Hacker eventually admitted to his charges, chatlogs can be provided if needed.
  2. VictorM, I like a lot of your ideas that could complement to realism. As you have said before, having people be able to do different things allows for cooperation, information exchange like you call it, to grow. This may even remedy the current "Shoot-on-sight" mentality and partially (Yes I still want "bandits" to roam around) replace it with a "Lets see if this guy is useful" mentality. I'd say that the majority of players want cruel realism in the game. I therefore have no choice but to ask you: Is it really realistic to learn how to repair a complex helicopter engine by reading a book in a fraction of a second? I have suggested an ability system, a past history so to speak, that survivors could choose allowing them for different skills. Bear in mind that the last thing I want is to make the game "consolish", however this would be an ideal route for information exchange and thus realism. To avoid exploits, a class could only be chosen once a day for spawning characters as well as once for an existing character (menu similar to chosing gender).
  3. Minesplorer

    Knowledge / Learning

    I applaud Bellicosity, Miky, VictorM (for his thread) as well as many others for bringing us some much needed common sense. There are players who love the harsh and realistic world of dayz yet when you want to suggest that only a medic could transfer blood without letting you drop dead of coagulation as well as severe infection or that only a mechanic could fix a complex, sophisticated multi million machinery such as a transport helicopter, they tell you it would ruin the game.:huh: If anything it would make it more real and immersive. To say that adding skills makes it a "mainstream" RPG is black and white thinking and short-sighted. A human can not expect to live in the wilderness and die happily as an 80 year old hermit in a cabin in the woods without human contact in a Zombie apocalpyse. Most of us are not vitruverian know-it-alls, we have to establish a network of skill exchange to survive. The super-cool loner out in the wilderness living flawlessly in luxury in the wilderness should be a rarity, a puerile fantasy at best, get real.
  4. Date/Time: Evening of 27.05 What happened: - Camo-skin appears to be low resolution (similar to not having PMC installed) - Gave the skin as a gift to someone, asked him whether or not he saw it as being low definition, he confirmed it. Where you were: Hospital of Vybor What you were doing: Scavenging *Current installed version: 1.6.0.1 *Server(s) you were on: US 18 *Your system specs: AMD FX4100 4GB RAM AMD Radeon 6800 Win764Bit *Timeline of events before/after error: 11.00pm 27.05: using skin and switching to 3rd person mode. 00.20am 28.05: Giving skin to other player, he uses it, same result.
  5. Minesplorer

    Server travelling/spawning improvement idea

    Sounds good. Just keep the old spawns, no need to suddenly be able to spawn way north.
  6. Minesplorer

    Girl Character?

    I would love to let female players play as a female character because it could have interesting psychological implications. Reminds me of something I read about group dynamics; apparently the presence of female(s) in an all-male group tends to have a calming effect (maybe because the gentlemen will now mind aggressive behaviour in presence of the lady :angel:).
  7. Minesplorer

    Skills and skin appearance

    What I am suggesting is not a monopoly of ability but rather a proficiency. As a non-medic for example you can use bandages, however they may take a bit longer to stop bleeding or you may just take longer to place them (in real life you may be able to lone-wolf taking care of your injuries but you risk to succumb without proper medical attention for more life-threatening injuries or sickness). I have to stress that it shouldn't be in such a fashion that players are obligated to team up, it should however simulate the usefulness of skill networking. What would you think about skill learning? In this post http://dayzmod.com/forum/showthread.php?tid=6986 a player suggested letting survivors find rare books to obtain a skill. Also, does anyone have suggestions as to how cooperation could be balanced to lone-wolfing?
  8. Minesplorer

    Skills and skin appearance

    I can see what you mean, but since everyone has the same amount of points to spend, how could it not be of equal opportunity? After all you chose how to play. I could hardly call someone a medic if they are running around with meds but everyone else could just do what he does. Matter does not equal mind. Humanity has survived crisis not by preying on fellows but by working together, it is therefore of great value to simulate something along those lines in dayz. Without skills there is no incentive to team up, it even becomes an unnecessary burden. This promotes an unrealistic kill or be killed approach to the game (nothing wrong with it but currently the mod promotes such gameplay unrealistically, somehow every human being turns up as a psychotic murderer) instead of thinking "Hey this guy could be useful because I can do A and B but I can't do X and Y".
  9. Minesplorer

    Skills and skin appearance

    Although I strongly agree with you when it comes to implementing abilities in dayz allowing for more cooperation and tension, I have come to realise that a class system labels the player as something he may not identify with. For example someone may have killed many low humanity players but that does not mean he wants to spawn as a cop. Rocket has stated in interviews that he wants to give the player the possibility to create his own story. I believe an ability system could be implemented in a more subtle way, thus allowing players to identify with their own character. What if players would have a limited amount of points that they could assign to abilities? Since points are limited no one survivor can be proficient at every skill so creating groups will eventually become natural; sure you may survive on your own but a group may accomplish much more for a given time. It could look somewhat like this: Ability: Survival For each point assigned more meat can be obtained when hunting animals. 1/3: Can set up fire even during raining 2/3: Able to set traps, can built temporary shelter out of wood (for multiple players) 3/3: Able to identify useful plants (food or medical purpose) Ability: Medicine 1/3: Bandages stop bleeding faster (You should be able to bandage someone else). 2/3: Drug administration more effective. (How could Joe Sixpack possibly know how to use the right concentration of morphine, he could die of asphyxia!). Able to use splint for players with broken legs, quicker healing. 3/3: Able to transfer blood effectively and without risk of infection. Ability: Repair 1/3: Can repair cars (although still smoking) 2/3: Can repair cars more effectively, broken weapons found in the world can be repaired 3/3: Can repair helicopters and other heavy vehicles (maybe even fortify existing vehicles?) Ability: Firearms For each point assigned weapons stop wavering a lot faster (increased accuracy) as well as lower recoil.
  10. VictorM your ideas are extremely interesting! I’d love to expand your ideas even further, especially the information exchange based survival. Direct Chat makes the game so much more immersive in many ways. You feel as if the guy speaking to you was right next to you. Now you may even have to stay quiet or whisper if some unknown players show up in the distance. Migrating Zombie routes sound great. Large amounts of zombies bunching up together and blindly following the zombies at the front. Just imagine travelling the forests and suddenly seeing an army of zombies; now that should get your heart pumping. I think that when it comes to information exchange we could orient ourselves in humanity’s past. The very thing that allowed humanity to survive was working together. There would always be people who would be good at a certain thing, a skill if you will, that alleviated the burden of survival. In a tribe, one guy could be exceptionally good at tracking animals while another could know natural remedies to a multiple ailments and yet another recognises patterns in the clouds and might be able to predict weather. Now these guys lone-wolfing in the wilderness may survive on their own, but they sure as hell would be having a harder time then if they were to work together and exchange their knowledge. When you play Dayz there is little incentive to team up with an unknown guy, after all everything he can do, you can do as well. What if something like a skill/class system could be implemented? I do not know whether or not this is a path that Dayz should take but I can’t help but notice this aspect of realistic survival where people actually benefit by helping each other (in contrast to making loot scarce for a group). In a zombie apocalypse people would survive effectively by networking their skills. The survivors would have had a past history that could help them out (+) or harm them (-) after the collapse of society. These are just ideas, probably even very unbalanced ones that I would be open to discuss. Survivor (No specialisation, Jack of all trades) + Standard kit you spawn with in Alpha Mechanic + Able to repair vehicles (Functional vehicles could brake down after time) - No weapons at spawn Paramedic/Nurse + Can do blood transfusion without risk of infection + Carries extra medical supplies at spawn + Can use splint on survivors with broken legs - No weapons at spawn Botanist + Identifies useful plants in wilderness + Starts with extra supply of them - No weapons at spawn Hunter + Starts with Hunting Rifle + Can obtain more meat from an animal (+ Can spot wildlife easier) Feel free to add any “class” or to dismiss the whole idea =)
  11. Minesplorer

    Which T-Shirt design would you buy?

    Number 2; Nice and simple.
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