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Everything posted by joe_mcentire
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Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
you know that's the reason why i call it "quest". edit: following text is now in initial post: -
i am somewhat unsure about that. it should stay in context. so what could lead into contamination?
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Well...as Gordon Ramsay likes to say: "Shut it down!"
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i don't know but i got this idea of content unlocked by the players themselves. So therefore ppl will have the chance to unlock their own "quests" with no use of NPCs
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Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
well yeah...i mean the reverse thing... like the brakes in elevators. They are active when powerless. But :D your point, a little unclear worded by me. -
I think that thread could also be linked with this one: http://dayzmod.com/forum/index.php?/topic/124356-player-decisions-unlocking-new-content/ New areas could contain unlockable content due to player interaction
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Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
and when talking about unlocking content...think about electrically sealed doors. The power of "that" power plant would unseal that door eventually. So it fits perfectly to the OP. B) Your move! -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
hey you started that power plant thing ;) -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
that's the crux with dayz, you simply cannot implement anything anyhow. Everyone expects a proper basis of realism and authenticity. So firing a Power plant by simply giving 1 coal piece every 30 min., well ppl could embrace that for the sake of having a power plant which provides electricity but maybe they won't because it's too casual. I think it's all about plausibility. -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
Yeah but there are some issues that come with it. 1.) ppl would insist on a somewhat plausible way to repair and get the power plant back going. I think this means great effort for the devs. 2.) You should keep it running all the time, therefor everytime players would have to handle it whenever they're online. But who would do this? Hey i'm playing dayz tonight maintaining the power plant! yeah..maybe once...when you're drunk or something like that. That are some issues i say when it comes to such huge implementations. PPL won't do monotonous things like that. They play games to get away from their monotonous life (exaggerated) So i thought of little more convenient possibilities, that don't need that long of a focus. edit: XD it was not really my intention to focus on Team based experiences, as for myself, I always tried to be a loner ... so my suggestion backfired massively... ;) -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
yeah i would not pin it down on an overpowered godsend. This would be just a possibility. The main idea is more that, as said, you or a Team can unlock certain equipment/vehicles/memorabilia or just background info directly linked to the apocalypse or to a certain area in the game. If you want so, you can implement things like these also doable on your own. Please don't fixate on the example, it was merely an illustration -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
it was an example you know...really?! :o -
Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
why answering at all... :facepalm: -
breaking twigs are absolutely random, so it would be nice to add some generic props (old rotten trees, thorn bushes like raspberries, etc.) which will, at all events, give away a person hitting/touching it. They make louder sound and these are avoidable. So you have somewhat a chance to make as little noise as possible.
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[3D model] Different Food Qualities (3/29 Update)
joe_mcentire replied to joeyslucky22's topic in DayZ Mod Suggestions
I'll have my Samson to keep me calm...it also dries my tears -
End Game: Gardening, not "Events"
joe_mcentire replied to roykingtree's topic in DayZ Mod Suggestions
imagine this all handmade! -
some cliffs...would be nice btw..
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A Way to Introduce a more Work-together environment?
joe_mcentire replied to Steam_Power's topic in DayZ Mod Suggestions
i agree..the best way is a mixture of both, as you can not deal with everything in an authentic manner in the game (like 100 highly sophisticated simulator-games in one) and you also do not want a dull grinding kind of experience. I think as far as it is possible, try to map the real life skills into the game, but you will simply hit the wall at some point. Well with the infection and treating system. At some point this all would end up in mini-games, and when it comes to this i have my doubts quite frankly. Is it easier/more effectiv/reasonable if you would have a mini-game where you have to hit the vein with your syringe properly or just a slight skill that lets you finish the procedure in 1/3 of the time than normal, because it lets you assume you are better in hitting your vein? That's where you can draw a line and say: we can implement that 1:1 or we can have something artificial in addition to add depth. At some things the one will be in favor, at other things the other one. -
OWLS for god's sake! Swamp at night, whhhoo OWLS! Fog at nIght,,,whaaam OWLS! i think you got me! also jackdaw, creepy little brother of the crow and bad ass noise-maker! also cuckoos! I'm sorry Dr. Planck...these are not really a valid addition to your suggestion, but i want them!
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Dr. Planck...we meet again..i feel we have unfinished business.
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A Way to Introduce a more Work-together environment?
joe_mcentire replied to Steam_Power's topic in DayZ Mod Suggestions
but imagine an utterly different idea of skills and not the stereotypical approach of almost any RP game... every game has its limits in terms of mapping realism into the game world, therefor you have artificial ways to simulate some kind of reality. I think denying a Skill system per se is outright wrong, as there are many different ways to shape something like this also in a very subtle, non-overbearing way. My main arguments are revaluation of a dayz-life, raising of PVE again and long term motivation -
Overgrown vegetation, Decay of infrastructure
joe_mcentire replied to sol's topic in DayZ Mod Suggestions
LOVE IT! -
may I? a must to check out, when trying to get ideas for postapocalyptic scenarios
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End Game: Gardening, not "Events"
joe_mcentire replied to roykingtree's topic in DayZ Mod Suggestions
i mean i can think of some sort of passive npc's but very very few of them. like.."shhh look there a wild NPC, we must be very silent now, not to disturb it" Imagine.. you'll find a dumb NPC in the wilderness with a note: "Elektro" and you think, hey maybe i should escort him there. Now imagine one of those few buildings still not enterable. If NPC is in vicinity --> door suddenly opens --> NPC runs in --> you get a legendary 2001 crimean sparkling wine vintage --> door closes again for good. But as i said, that is all i can imagine for that matter, other than animals and Zeds NPCs should be very very rare and exclusively passive beeings. -
End Game: Gardening, not "Events"
joe_mcentire replied to roykingtree's topic in DayZ Mod Suggestions
but...they keep every door open, as far as i remember the latest talk. They do not dismiss anythiny per se, Dean just mentions he is no fan of it. So..never say never. This time around it is all about sales and a Publisher behind them, also factors not to underestimate.