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Everything posted by joe_mcentire
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Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
joe_mcentire replied to DZR_Mikhail's topic in DayZ Mod Suggestions
did you have a talk with Dean in terms of leaving empty trash behind? ;) -
personally i feel to fill the actual map with as much "life" as possible - which fine contradiction to a zombie apocalypse ;) - but i really mean it, props of ANY kind, little bits and pieces here and there, fill buildings and streets with more signs of former life... then keep on expanding the maps.
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End Game: Gardening, not "Events"
joe_mcentire replied to roykingtree's topic in DayZ Mod Suggestions
HERBS! nettles, peppermint, camomile, salvia etc BERRIES! wild fruits and veggies in backyards! -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
who?! -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
nonono.. -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
some things could be "checked" by pressing a button. Press "X": anim with raised hands in FOV "i look pale" or anim with shaking hands or anim with hand touching head " i'm feverish..." if things are really obvious anims could automatically be triggered; ???? --> text appears ("you feel sick") --> player starts vomitting -->player presses "X" which triggers the anim where the player checks his head "seems that i have a fever..." ---> conclusion: ???? = bad food ergo food poisoning -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
NO he meant everything else you could not depict by audio/video -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
hunger --> sound of your stomach thirst --> sound of your mouth, you eventually make when it is dry (i really don't know the proper word for this "dry-mouth-munching" :P) -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
you could add these systems also for a more complex mechanic-system. (a way to add subtle "microskills" btw ;)) -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
i mean why not? how could you display "fever"? -
!? have you ever tried to go, besides downhill, by wheelchair! try it then rethink this point ;)
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DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
huge suggestion there: veggies and fruits also as consumables, maybe in the backyards... HERBS! useable for the new medic-system! -
i'm kinda curious, as Dean and his team promised some huge structures which ones we're going to see? maybe a glimpse by the next two updates...
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haha you again ;) no one mentioned the minigames yet? hm? :P you cannot deny this is topic clearly mesmerizes you ;)
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just really check out the provided link. - we (a bunch of guys) came to a broad consent regarding "microskills", which means e.g. that they mustn't have any direct effect on combat systems. no faster shooting, no one hit kills, no taking more hits... none of this. it should give more meaning to a dayz-life, deliver more "content" besides PVE and PVP everyone how wants to focus on this should have the chance to, anyone who doesn't care shouldn't be influenced or notice that at all. again: read it from start to the end, and please try to bring arguments not "NOOOOOOOOOO"-s ;)
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that'S the point everyone cries that there is not much left to do and it leaves just PVP to players. so why not add subtle skills. of course death means ultimately the loss of everything!
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On game design, "progression through equipment", and a system of micro-skills
joe_mcentire replied to GodOfGrain's topic in DayZ Mod Suggestions
and thank you for keeping this thread floating on the water ;) (i really recommend, read through these so far 4 pages, then try to give a constructive answer) moreover: at least 40% of the poll provided in the inital thread voted for such a skill mechanism & Dean and his team are seriously considering "subtle skills and perks". as long as we do not start our stereotypical thinking process and try to be creative this could really add something for the long-term and atmosphere...even when the initial "WOW" of the SA would wear off -
you guys have to face it, that dean and his team already vividly think about subtle skills and perks to implement at some point inot the SA. edit: check this thread out and write what you think. i would recommend also the one which is posted in the initial post
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Maybe put in other enemies aside from infected? *Please don't kill me.*
joe_mcentire replied to Galcian's topic in DayZ Mod Suggestions
hey guys there is a very interesting doku about wolves in the "zone" of chernobyl.. watch it! unfortunately i don't know if i can post it, although it is on youtube -
every piece of useless junk should be used as weapon or at least throwable
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DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
reality would be, that such a world would be so cruel and unforgiving you would fight against starvation rather than obesity...unless there would already have been some form of society reestablished i guess. -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
well then at least for a purpose ;) -
bases should eventually have the potential to serve as some kind of end-game. to use them to re-establish a society...well as mentioned eventually..
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base v. hideout think about what you guys are talking about. it seems as some talk about hideouts and some talk about base-complexes and then try to debate on it. comparing apples to oranges...