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Everything posted by joe_mcentire
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All this talk of skills and no one does it right...
joe_mcentire replied to thefirecrack3r's topic in DayZ Mod Suggestions
there we go again.... actually it is always a good idea thinking about a healthy sex life, especially in an apocalypse, but please not in dayz....but i know for a fact, there are some sexual simulation games out there. -
yeahh...alright that just played in your hands, didn't it? not sure, if you had this argument all along ;) well i wouldn't say it doesn't fit. well ok if you imagine as mentioned skyrimesque than maybe there is not much left to discuss. But always bear in mind our ideas from the beginning. Do you know how far they are? you would be a very popular discussion partner these days. As i understand they wanted to release something by march april idk..but what i overheard was rocket talking about doing this and that to the end of the year and so forth. so i assume there will always be minor and/or major changes, add-ons, tweaks, rebalances etc almost weekly!... well then why not finetuning skills ;)
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@Wep0n i see. i think that's also a path which rocket wants to wander. Of course Minecraft can be called the long-awaited Messiah which shook the scene to the very foundations ;). Minecraft delivers utterly different tools. There is almost no room provided for PVP and it forces you obviously not only into building and exploring but also into interaction WITH other players. Again Minecraft doesn't deliver the proper tools to give PVP any room nor actual sense. Dayz on the other hand delivers exactly the tools for that. Sure thing, everything happens by choice of someone. But in this inhospitable world PVP is required. In this world Freuds super-ego is partly disabled, it has to be. Broken down into its essence: Whereas Minecraft wants you to explore, dayz wants you to survive. So doing and achieving things together, bond, build, create together is and will be always just partly able, it is supposed to be that way. Because everyone wants dayz as realistic as possible. there you have it: mankind is an ugly f*ckin' b*stard.
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yeah but don't forget: Skyrim is an RPG, so that is somehow the point of that in a way. It would be nice to find out, if you would survive, in a harsh environment like chernarus, autorunning into a corner. Well it seems clear to me that you don't just "blop" a skill system into a game without balancing, rebalancing, basically without an thoughtful embedding process whatsoever. So the "stamina-problem" can be solved within such a procedure.
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Allow Ghillie suit to offer reduced detection from Zeds
joe_mcentire replied to malau's topic in DayZ Mod Suggestions
yeah!? well there should be! -
yeah..but i doubt "just" more square miles of environment will compensate things like depth in game, eventually rather literally, by going underground. here a very inappropriate example: I don't know if you guys played Skyrim. Goty and what not. Huge accross the board. Sure it's nice to go and see that and that and this and oohh and uuuhhh. In my opinion the game itself had remarkably little depth! Yeah it had its moments, but what is left beside huge, epic landscapes and brightly polished graphics? well...ok..just my personal opinion...but just to make a point. Back to topic: Dayz is different, it is in a way simple, yet tough and tricky, it doesn't deliver on graphics, it even has major bugs...but it delivers atmosphere, some sort of credibility and emotions. Moreover it delivers depth! So adding more environmental content is not an argument i personally count on. But yeah it surely will keep the game fresh for a long time.
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Allow Ghillie suit to offer reduced detection from Zeds
joe_mcentire replied to malau's topic in DayZ Mod Suggestions
mehh...it would have been nice to figure that out by oneself. "Hell why do they always track me? ohh ...it's my freakin' Bigfoot odor because i never wash!" -
hmm profound arguments you made... very well then...
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well to be honest i quite like your approach. omg just imagine ppl study (more or less ;)) medicine, mechanics or botany because of a freakin' game. this has some nobel prize potential. I mean the idea of doing an anamnesis caused of observable signs ingame ..it would be a blast and adds depth beyond believe hmm.. but there's still remains the problem how to proper value a dayz-life. Assuming the system you suggest will be implemented. after some time everything is still again known by everyone and just by dying you don't lose anything besides your equipment. So after some time here we are again. I see your point in claiming skills you have ingame shall only be results of your actual and real life knowledge and/or skills, but there are some other points which where brought up that still remain unaffected. After some time progression is still again a question of equipment. There is no bondage to your actual character (besides yeah again the equipment), sooner or later again abundance of PVP and still the remaining question of long-term motivation. It's sufficent for me if you see my point. And up to that point, thanks for everyone beeing constructive, i appreciate that! :beans: you shall have!
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what? there will be snow?! god dammit is there a summary of already confirmed facts anywhere? please pm me a link!
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Weather, Water, Terrain and Hygiene
joe_mcentire replied to Quartermaine's topic in DayZ Mod Suggestions
i like the idea of swampy areas, hope to find a skunk ape there. Swamps would above all play a viable role for the upcoming infection-system in the SA Also rivers are a must in terms of immersion! -
Feedback on status of infectious diseases in DayZ
joe_mcentire replied to rocket's topic in DayZ Mod Suggestions
but how to implement? should it be an automatic mechanism? there's much to discuss... what also strikes me... will a dayz life in the SA be long enough to embrace all these diseases in their complexity? i think this is quite something to discuss as well. As i was observing this thread about ingame hygiene, water and terrains: http://dayzmod.com/f...e/#entry1129061 the suggestions there would make a great contribution to the infection system -
by observing the infection thread: http://dayzmod.com/forum/index.php?/topic/107637-feedback-on-status-of-infectious-diseases-in-dayz/ you now and then read ideas of becoming immune to some diseases. As infection and dealing with it will play a great deal in the SA i wonder myself if it will be worthwile to become immune and considerably more to become some sort of a medic? Will this inevitably lead to a full skill system solution to be implemented as well? well my intuition tells me there will be some sort of skills, one way or the other....
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Heroes - Confession to a skill system revolution?!
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
it would be nice to know how many heroes currently wander the vastness of Chernarus. this would be an affinity-indicator for "skill systems". and what is their drive? afaik you get a speed-boost and some sort of kevlar armor (not sure about that one). So to keep it in perspective you get not only a perk for running but also also for "armory" or whatever you want to call it. They sound like überskills to me ;). Has anyone "experience" with heroes? can you tell immediatley their superiority, besides their unique skin? -
Heroes - Confession to a skill system revolution?!
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
do you have any link for this? -
Weaponry that makes sense given the setting
joe_mcentire replied to 1clash1's topic in DayZ Mod Suggestions
o c'mon please stop this childishness...maybe time to close this thread -
i think this is just too far-fetched. so what i believe you would like to see is a somewhat sophisticated sort of "mini-game" where its outcome depends on the actual knowledge of one in this particular field? And as far as some criticized the appearing "unfairness" it would be much more unfair, because i doubt you would take some books and go to learn the mechanics and electronics to better understand the functionality of cars. By saying this, yeah i ghet something out of this idea, but as mentioned before, not only it seems to be too far-fetched but also highly unlikely due to the enormous efforts to implement. (imagine the devs themselves would need to understand /study the various fields) But yes it would even be an alternative to a skill system. It is nice to see ppl cranking up their imagination :thumbsup:
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My thoughts on Dayz Standalone and stuff
joe_mcentire replied to law1977's topic in DayZ Mod Suggestions
first of all: TL;DNR!!! But maybe i'll give it a try ;) -
Suggestion for close combat weapons
joe_mcentire replied to vukster@gmail.com's topic in DayZ Mod Suggestions
i would like to see some simple tools which would be reasonable. i understand (ukraine as an example) that there is besides power and chemical industry, quite some agribusiness, mining as well as logging going on. - shovels, spades, pickaxes, cant hooks, pitchforks, sickles, scythes, double-headed axes, different sorts of hammers and sledges, types of scissors and my personal favourite: a bolt gun ;) -
but would it be unfair? everyone has the chance to gain skills. everyone! it's just a matter of game playing. you want to interpret it as shooter? go and kill as many and get shot yourself each and every time. so you start at zero, nothing wrong with that. It's almost like, play as i play it otherwise it's unfair. besides, if one would read some of the suggestions made in this thread, you would see, it's not about becoming undying or kill with one shot, there were quite some interesting ideas to motivate interacting more with the environment and even, let's not say PVP but rather PwithP. Dayz has one big advantage: You don't need virtual skills to achieve something and get excited about it. BUT "soft skills" could add a slightly different and special experience as they would motivate to do some things and acts. Everyone plays by the same rules, it's just a matter of what you want to be.
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hmm...BUT what comes to my mind is something like that: There are some lone wolves and mavericks out there after all. What if there are certain "events" like the OP posted and you can join at least 10 minutes before the event takes place. After the "join-in" timer ran out you'll get a briefing and will by the end of this 10 minutes spawn at this very event location with several others who joined. Then ready to go....well bear in mind, that this is just very rudimentary thought. but there is plenty of room for balancing/motivation etc... Let's say the devs create such scenarios now and then at their will...in an act of despotism
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some nice ideas though there is a low opinion about npcs besides zombies
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maybe some of you noticed...dayz+ an offshot from dayz has this implemented and it is real fun! really a must for the SA!
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well let's place a strategic link to this: http://dayzmod.com/f...tem-revolution/
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