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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Sex and Social Interaction!

    and i want my brandy balloon a flamboyant gown and nice tubes of menthol cigarettes... for a tasteful ambience
  2. joe_mcentire

    Hot Zones - logging out

    please ignore
  3. joe_mcentire

    Hot Zones - logging out

    why not Zoidberg!?...no joking...but i don't know 10 to 15s latency before logging out would be enough for me. or something like "Cannot logout while enemies nearby"
  4. joe_mcentire

    Sex and Social Interaction!

    although i almost always like ideas that add to immersion, this goes way to far. the list the OP wrote down, i mean c'mon those are things you're supposed to really do in real life? things song around a campfire?! well with some beers and bratwurst it's awesome but please only in reality. Moreover this will entertain you like 10 minutes, and then you're done with it.
  5. what i would love to see is the tactical use of fire in any kind whatsoever. smoke out enemies or build temporary barrieres, there are seemingly endless possibilities!
  6. joe_mcentire

    Skill System in DayZ?

    and that's the exact point, ppl who simply do not care shall live in peace and harmony, but if you do care, and i can imagine they are quite a lot, could gain so much more form the game. to me all "no no no" with hardly any counterarguments is kind of frustrating. So unless you do not stalk someone for hours, who embraces these ideas and watch and study his/her behaviour you would not notice these mechanics, because it will not have an impact on your style of gaming. so what's the point? I think GodofGrain makes quite some points which could someone lead to a rethinking process "everyone should be the same" for example is an almost non-argument for me. go kill'em then they are back at the same level, no not even, you still got your ammo, weapons etc. I myself think these topics "skills" and "how to value a dayz-live / death in dayz" are closely linked together
  7. joe_mcentire

    Girl Characters

    isn't there a fac....... :facepalm: There you go! ;)
  8. joe_mcentire

    Dying and the Consequences-SA

    so the problem lies within a proper mechanism, which makes it actually desirable to survive as long as you can, therefore i think the idea of some "soft" implemented "skills" maybe working with probabilities would make sense of some sort, as mentioned by GodofGrain. I think one, at least counteracting mechanism, would be an implementation of CPR. So give your team a fair chance to try and get your (almost) fallen comrade back to the game, maybe unconscious and heavy wounded, but a sort of cushion to the current (un)dying paradox. problem is, that this system feels more and more like a casual fps to me. Although solutions to this problem may be manifold, i think in the long run there's no way around to A SOLUTION as it seems very unsatisfying to me at this moment.
  9. joe_mcentire

    Skill System in DayZ?

    Well in place of some opposing views, i see your point, as you maybe feel your game experience geting "watered-down". And as far as i've seen posts up to now, there's no talking about a heavy influence on the game at all. The basic tenor was much more a subtle effect contributing to a more lasting experience. To your example beeing the medic: Ok so you get all sorts of medical supplies, but at some point what is your driving point in this direction? As far as i've seen there is not really an interest of people in the community beeing such. So these would be small stimuli to get you going into an other direction. Sure now you can argue, well you don't need that sort of stimuli, 'cause if you want to you can do whatever you want. But i question, what is the charm in doing so right now, besides in doing so to prove someone wrong. What is driving you besides that. As a summary: - "skills" mustn't be a game-changer - should be subtle embedded - should set small stimuli - should enrich the experience for those whose interest is aroused - should not "handicap" ppl which ignore this game experience
  10. joe_mcentire

    Skill System in DayZ?

    but i tried to follow the line of developing certain skills over time. Let's call them microskills my idea shall be, that as long as you stay alive and based on the gathered data behind your player one can develop from time to time smaller skills. you often go for a hunt? maybe be able to gather +1 meat from a cows; be able to skin rabbits; able to gather herbals (if implemented); crafted baits lure more animals; new food resource - dogs you take out quite some zombies? be able to "absorb" zombie odor; risk of infections is slightly decreased; zombies drop minor consumables eventually... Now let's say there is some sort of randomness behind this whole system, so there is no ladder which says first skill A, then skill B is unlocked. Let's just say, you get a little note like "a tiny step to better comprehend nature", therefore you'll notice "oh ok.. there's something going on", but that's just my single hint I get. i'll have to check out by myself what mircoskill i've just gained. Meaning i'll have to act more and more again with nature if i'm eager to find out which capability is lurking inside me. So there's a process in revalueting a dayz-life. If you get killed every little skill you've gathered over time, is also gone. In my opinion it would make quite a remarkable impact with respect to the long-term motivation. You'll have to get to know not only your actual but also your "artificial" gained strengths. i've grown a custom to those ideas...
  11. why....why would someone something like this to be implemented!? WHY!? DLC: DAYZ - POOFEST
  12. hej, my suggestions are for creating atmosphere entirely, so therefor they should not be considered as "must have", merely "nice to have/see" - shrubs with berries of some sort, little fields of flowers/herbals, maybe signs of former cultivated pastures (apple trees, potatoes) all as consumables, maybe with the possibility to brew teas to cure eg. a cold. - mirrors or shattered pieces of glass to signal or distract over larger distances - different states of decay: coughing, throwing up, fainting or at least temp. loss of strength, blurring, not only for players but also for zombies. In the dayz universe we are dealing with a spreading infection, so why shouldn't they show some of the mentioned behaviour - new type of zombie: an(a)emia-afflicted and therefor nocturnal behaviour, avoiding direct sources of light, sneaky creepy little guys - more wildlife: deer!, elks, wolves!, foxes, owls, crows!, jackdaws, why not fish? - critters: bees, butterflies, moths - i quite like the idea of Minecraft crafting: random items, like batteries, scrap metals, wooden blanks etc. to create melee weapons or other usefull "stuff" by use of the toolbox or stationary workshops in towns/farms in buildings or garages without decided crafting "recipes" - how about a petrol/gas/diesel generator although i don't see them how to really fit...on the other hand...there are active city lights, who the hell still operates the power plants?!? - more detail to remains of civilization; creepy kindergartens, abandoned defense lines, bars, stripclubs, sawmills in the woods, how about some underground environment, there has to be more to offer to create some sort of erie atmosphere. - scarce ammunition - therefore more focus on melee and/or self defensive mechanisms like pushing/kicking/barrel roll ;) Although i understand some people might say "then go play xxx", these points seem to add to a more and deeper game experience. At last: my personal desire: rare Bigfoot Howls in the nightly woods!
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