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IkaikaKekai

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Everything posted by IkaikaKekai

  1. IkaikaKekai

    TRAIN

    You used Necromancy on a shitty thread to advertise your clan's, admittedly cool sounding, achievement?
  2. IkaikaKekai

    AA-12 in dayz?

    I'll let the Jews tell you. http://youtu.be/CqgZnvfJ9Jg?t=4m
  3. IkaikaKekai

    Driving miss zombie

    As for your idea of a something like a heli crash, have random static cars spawn like how heli crashes spawn, but along the road or very near to them. Civillian-Random Civi car (Ural, skoda, ect) cars that have more gear than normal (non immune people trying to escape), have a high chance of a civi gun, low chance of a military gun, a box of canned food and box of med supplies, as well as 1-4 zombies spawning near the wreckage. Military- Random Military vehicle (UAZ, Camo Ural, etc), pretty much the same as a heli crash, 4-14 zombies spawn (depending on vehicle), Gear would range from Metric Shit Tonne (larger than an Imperial Shit Ton) of ammo, some of the 'rare' military guns, as well as food (MREs) and meds. Another Idea based off yours (but more serious) would be zombies trapped in random vehicles (seatbelt). They can only damage you if your close enough to them, but they could 'call' other zombies to them if they become aware of you.
  4. IkaikaKekai

    Decisions which defend can holding town or island?

    They all have their drawbacks. Island with snipers in the lighthouse, you'd be able to see any boats or choppers approaching your base, but the snipers/watch would be up in a tower and vulnerable to anyone with a rifle along the visible coastline. I'd have a .50 sniper and machine gunner up in the lighthouse, and a sniper on the hill in communication with the lighthouse team. They get taken out he gets anti sniper duty. Grasslands, bit too open to really be of any use. Not to mention lack of cover. Don't plan on holding onto any vehicles or tents. Forest has its merits, depending on where you set up you can have either a lot of cover, or a lot of blindspots. Keep in mind that choppers are your enemies in this situation. Especially if your on a sever that spawns lots of them.
  5. IkaikaKekai

    [SA] 'Realistic' Injuries.

    Probably mentioned a thousand times and my attempts to wade through the search results yielded no success so I'm gonna try and make this into a concise topic. Add Realistic Injuries to the game, and I don't mean 100% realistic where if you break a leg you have to limp around the forest with a cast on for 2 weeks of gametime. Or so realistic that say you get shot in the (name organ here) you need a transplant to keep living. There would be a bit of things you can do yourself with the right equipment, but there would be things you'd need another play to do to 'fix'. But even these injuries would 'heal themselves' over time (depending on the wound, 12 hours to 2-3 days of RL time (not in game time) ). This would add a bit of immersion to the game, say after your group is done clearing out some bandits/survivors at the airfield, you retreat back to your base/bunker to take care of the wounded. Or you and your buddy get ambushed in Cherno, you can head to the hospital and treat your buddy's gun shot wounds from the guy who just tried to ambush you. I will add more wounds/items as people post if I like the idea or think it would add overall. Mechanics Decided to make this its own section. Pain during treatment: Would apply to most treatments where makes sense. Painful treatments (setting a broken bone, removing bullet fragments, general blood loss) might cause your character (or the character your treating) to cry out in pain, go into shock, or pass out. Treatment: Painkillers and morphine (Before/during treatment), epi-pens (after treatment for shock) Expanded Bleeding: Just something to expand on the current bleeding effect we have. Right now, bandaging pretty much instantly cures bleeding after the animation, and we can only suffer bleeding once. Separate them into Major and Minor, Major would be what we have now, where if left untreated you would bleed out. Minor would be a small cut or scrape, something that if left alone would only bleed a little and scab after a set amount of time. (Lets just say major bleeding ranges from 100-500 blood every 3 seconds, minor would range from 1-100 bleeding every three seconds, and 'heal' after a minuet). I need more time to word this right, Im starting to fal aslep at the keyboard Treatment: Same old same old, bandages and 'time', disinfectant. Exam/Self Check: This is a means of checking yourself or others for wounds or injuries that might not be noticeable. Would be a semi simple thing where the player's character checks themselves for wounds, feeling their body parts for lacerations or GSW, as well as a means of determining how bad the injuries are, and would show up in the chatbox. Example: BigMike checks Clumzy for wounds... Clumzy has Major Lacerations on Right Arm Clumzy has Broken Right Arm Clumzy has Minor Lacerations on Torso Clumzy has Sprained Left Ankle BigMike checks himself for wounds... BigMike has multiple Gunshot wounds, Torso, multiple Right Leg, Left Leg BigMike checks Nick for wounds... Nick seams to be healthy! Treatment: Would be treated as an animation from the scroll menu. Sanitation: This would greatly affect your chances of getting an infection/infected wound. For some things this won't mater as much (broken bones). This would also take area into effect. For example if your treating a partner with a gunshot wound right in the middle of the forest, or next to a mass grave you have a higher chance of giving the person an infection. Doing so inside a building reduces it slightly, in a Hospital even more so, in a player base hospital (if they exist) will be the 'best' one if the 'sickbay' is kept clean. Maybe also with the option to 'sterilize' the area your in (using cleaning products on an operating table as well as sterilizing your tools), the possibility of having medical gear (face mask, latex gloves) further reduces chance of infection. This could also work against the friendly medic, forgot your gloves and mask? Great, that Hero you treated had an infection and you got it now too. Treatment: Disinfectant, gloves, mask, buildings, hospital. Infected Wounds: This would be a chance of happening with any type of wound, would just be the fact that you got dirt or some other foreign matter in the wound while getting the wound or treating it. Treatment: Cleaning the wound (could be as simple as actually washing it with clean water, or using disinfectant), antibiotics. Redressing Wounds: This would make it so you have a lower chance of getting an infected wound after the fact. Would be handeled something like how eating is now, you can only redress a specific wound every hour or so. Reduces the 'timer' for reopening old wounds and resets it (IE if you redress a laceration every 1-2 hours the 'healing' time would be cut from say 8 hours to 6). Add in the use of additional disinfectant or clean/purified water to clean the wound again the greatly reduce the chance of an infection. Treatment: Bandages, disinfectant, clean water. Reopening Old Wounds: This would be a Mechanic added so it would be better to treat your wounds, even if only partially. Right now bandages can fix anything ranging from a large gaping hole in your chest from the 2 clips of handgun ammo dumped in there to having your neck slashed with an ax. For certain injuries bandages would be enough to 'fix' (minor lacerations from players/zombies). However, certain wounds (major lacerations gunshots) would have a chance of 'opening' back up and causing you to start bleeding again (within 8 hours of the original injury), needing you to re bandage the wound (and have another chance of the wound opening back up, resetting the '8 hour timer' so to speak). Treatment: The player or his medic would have to retreat the wound and hope that it won't reopen, or use sutures to 'permanently' close the wound. Wounds Gunshot Wounds: Say if you were shot and survived, after bandaging yourself up to stop the bleeding you have a chance (with lower calibers) of the bullet not being a through and through. After disinfecting the wound you would have to either dig out the slug (fragments) or leave it in, if left in you'd have to take pain killers or morphine regularly for about a day (real life time) before your body 'adjusts' to the bullet. Treatment: Digging out the bullet (optional) yourself with a chance of passing out during procedure. Having another player dig out the bullet (optional) still a chance of passing out but other player will continue treatment. Disinfecting, then bandaging/suturing the wound, having the screenshakes if bullet is still in (for about 12 hours real life time before it 'cures'). Lacerations: Cuts and scrapes basically Can vary from minor to major (minor being attacked by a zombie and getting the bleed effect, major being attacked by a player with an ax or machete) Treatment: Bandaging and or suturing, depending on the severity of the wound suturing might be required. Broken Bones: Magically fixing this by using a pen of morphine really needs to get the boot. And of course it needs to be added to other limbs than just the legs. Say a zombie breaks your arm from a 'Mike Tyson' punch, after you kill or lose it you can only use one handed weapons (machete I'm guessing and a handgun with a accuracy penalty). You would have to set the bone and splint it, your limb will be usable again but with minor impermanent (speed mostly) Treatment: Depending on how bad it is the bone might require setting (chance of passing out during procedure) or just simple splinting. Of course this requires new items to help with treatment. Loot Sutures-Ranges from a pack of dental floss and a sewing needle to a suture kit you would find in a hospital or Medic's bag. Splints- ranges from bandages and a stick to the 'harnesses' with a steel bar in them that most hospitals use. Disinfectant-can range from high proof alcohol, rubbing alcohol or actual disinfectant. Medical tools- things like clamps and forceps to help with treating another player's injuries. -Surgical mask -Disposable gloves Cleaning products- Things like bleach or even simple soap to keep the 'treatment area' clean to reduce infection chance. Medic's Bag, Medkit- Something like the toolbox we have now for vehicles (all the tools in one neat package), the medkit would be the 'basic' version whereas the Medic's bag would be the 'deluxe' version. Medkit would hold an additional 4 consumable med items (bandages, bloodbags, epi pen, morphine) medic's bag would hold 8, and you don't need to open the kit/bag to use them (would act as if it was in your inventory, IE you have to take a blood bag out of your pack to use it on another player, medkit acts as if the blood bag is in your inventory). Not quite sure what the inventory system will be like in standalone yet so this is just working on what we have now. Things to Add: Sunburn, heatstroke, dehydration, injury indicators, 'Exam' animation, Sanitation, Med kits/bags, Redressing wounds, 'Fainting' mechanic
  6. IkaikaKekai

    [SA] 'Realistic' Injuries.

    Added Pain and an expanded Bleeding mechanic, need to work on them more when Im not head desking.
  7. IkaikaKekai

    Different types of tents!

    Nice idea, but think of it this way, the 50 slot tents we have now would be considered small military tents. Your average Civilian tents are usually much larger than the 'pup tents' in game, only downside is that their usually made with medium/high visibility materials. I would rework it as Small (military and civilian puptent) 50 slots, 10 tools/weapons medium (civilian only, 150 slots, 20 tools/weapons) Large (military and civilian, 500 slots 50 tools/weapons) The differences would be that Civilian tents are more easy to spot, while Military tents will be camouflaged coloring.
  8. IkaikaKekai

    concreat pop up tent

    It is cool, I've seen it recently and it's made my 'list' of things to get as part of my doomsday prep, but as far as a player setting one up don't think it'll happen.
  9. IkaikaKekai

    [SA] 'Realistic' Injuries.

    Added Added That's my idea, while you can treat your own wounds there would be a danger associated with it like passing out (now that I just wrote that thats something I need to add, but Im getting pretty tired now so its bed for me). Although I'm sure there'll be the guys that 'fuck it' and just suicide rather than get their wounds treated and run back to their gear. Maybe it'll be something fun/bragging rights to have lived so long or suffered so many injuries. Study Body Inception seams to have died from a Nuclear Device. He also has 163 healed gunshot wounds, 684 healed lacerations.
  10. IkaikaKekai

    [SA] 'Realistic' Injuries.

    Never had the chance to play either of them. The splint would be visible on you while your still 'injured'. As well as other telltale indictaros like a limp if your walking and a slightly lower running speed. True, never thought about that, maybe add in a 'exam' animation you can do that can tell you your injuries/wounds or the wounds of another, after all from what I hear in the heat of battle some people don't even feel the bullet hit them and only find out when someone else points out the large patch of bloody clothing and the hole in them after things die down a little. Also didn't think about things like sunburn or heatstroke or dehydration. I'll try to think of how to word adding in sunburn and indicators before editing the post.
  11. IkaikaKekai

    Your favorite car?

    The Range Rover seams to be my favorite vehicle so far, but I'll use anything I can find.
  12. IkaikaKekai

    [Questions & Suggestions] DayZ Standalone

    I pretty much share most if not all of Clumzy's sentiments on the subject. As for sleeping, what do you think your doing when you log off, jumping jacks? This should be one of thous things determined by RL. If you can't shoot for shit with a mouse and keyboard, your character can't shoot for shit, if you've been playing for 48 hours strait on nothing but redbull then you'll suffer the consequences in game. If you had to 'take a nap' every 6 hours in game for 2 hours it would SUUUUUUUUUUUUUCK.
  13. IkaikaKekai

    ARMA2 Full Set

    I think the other addons add higher rez textures to some things (PMC gives higher res character textures, BAF makes some of the cars more 'high def', not sure what ACR does if anything).
  14. IkaikaKekai

    Backpack slots in vehicles?

    Any items you store in the backpack will stay in the backpack while in the vehicle, but at least for now they will empty if you leave the pack in the vehicle when the server restarts. Before I found this out I started putting Vest Pouches with Morphine, Painkillers, and Blood bags in my car for when I would play medic but didn't trust someone, along with an empty Alice pack (when it was still 20 slots) for scavenging (load it up with food and drink and tools and load it into the car when it's full)
  15. IkaikaKekai

    Just Some Ideas Stuck Inside my Head for DayZ

    I like radios, the zombies aren't really 'dead' and rotting so that might urk a few Censors. Horses have been discused, think the problem was getting the animations right so they got at least tabled. Zombies are avoidable if you know how to use stealth.
  16. IkaikaKekai

    Capturing a zombie

    We're only immune to the zombie virus, not any sort of STDs. That's what ring gags are for. ...well this topic's ooc went downhill quickly.
  17. IkaikaKekai

    Banding together

    Most of what you said (groups forming and deciding weather or not to admit people into their group) can be done without adding any sort of system. I would like to see a means of fortifying or repairing a building outside of just putting sandbags and barbwire in front of the door. Actually being able to set up a real camp in a building would be awesome Going to piggy back on your thread. Small buildings could be taken over by single players (homes and such) and larger ones would need a group effort. Players would have to barricade/block the doors and ground level windows and kill any zombies inside to keeps zombies from spawning in or immediately around the building (within 2 meters of the building maybe, but if there's buildings nearby that aren't secured they would still spawn zombies). This would also stop any items from spawning inside the building (to keep 'smart' people from just securing every building in an area or 'high loot buildings', as well as prevent people from farming). The door and window blockades/locks could be torn down by players or groups of zombies (players with tools or large enough group of zombies, keep people from just having a safe house in the middle of Cherno and being invincible, players would have to maintain noise and light discipline to keep zombies from 'stacking up' on the door from breaking in). Player/group controlled buildings could have larger salvaged items inside (things that need a vehicle to move to the building). For example, lockers or cabinets for storage, repaired stoves for cooking, a generator to provide power for some things in the building (would need to disconnect the building from 'the grid' manually), for lack of a better word 'crafting tables' to allow the player to craft more complex things in his building (or however the crafting system will be). Groups could bring in medical equipment from a hospital for their 'base' so they could 'make' medical supplies or take care of wounds/injuries better.
  18. Sorry to say but life's not fair. And your 'proposed' fix for this won't stop people from 'twinking' out new spawns. The group with the heli would either have guns and equipment ready for the new guy or would just take them to places to get cold weather gear. As to your OP, the landscape wouldn't transfer from warm to 'snow' that quickly. Rocket has mentioned at one point (no source to back up) that he would like to have 'seasons' (spring, summer, fall, winter) but would have to be something on the back burner for after Standalone's 'offical' release.
  19. from what i've heard their working on it for a 'future' patch on the Mod, Standalone will have mags as separate items that you load (Ie you might find 4 AK mags and 3 boxes of 5.56 or 7.62 to load it)
  20. Something along these lines has been suggested before, but Rocket doesn't really like special zombies. The only thing I want to worry about in the woods besides other players would be aggressive animals (Bears, wolves, ect) and the occasional 'normal' zombie (or horde)
  21. 1) Possibly Injured? Or maybe the 'crawlers' are older infected, lost enough brain function/motor skills to where they can't use their legs effectively or stand anymore. 'Hoppers' could be something along thous lines, or it could be they realize they could move about a little better like that. 'Walkers' look awkward when they move around (when their not running), so maybe its something like arthritis? This is still just guesses on my part, the Virus might be slowly killing them or degrading their bodies, but you would think that if they were 'in pain' or had a broken/hurt limb they would go from standing to crawling rather than hopping. 2) I've got nothing...I would hope that in SA they can't use ladders or open doors very well. Its like their just smart enough to remember some things but they can't remember how to even use a club. 3) Vague memories maybe? Fire=warmth, food, safety. And noise usually means food. 4) Instinct maybe? Something has to be making that noise, maybe I can eat it? 5) Pheromones or something? Might just be the game mechanics (zombies might be considered on the same 'team' so they don't do friendly fire and animals are considered neutral or something so they don't attack them). Might be something that gets 'fixed' in standalone, (Rocket has said something about 'lifespans' for zombies, maybe as they get 'older' or more hungry they'll start attacking other zombies or go after animals. 6) Humans have the Mammalian brain, and the reptilian brain. Mammalian brain (the larger part) contains all the 'higher functions' that we use day to day. The Reptilian brain is more of the 'core' that contains the base functions we need to survive, to quote the Great George Carlin 'eat, kill, and fuck' (and not necessarily in that order), fucking being to reproduce, kill being the means to eat or defend yourself, and eat being eat. 7) I would assume they are dieing slowly, weather its from the disease or from starvation/dehydration. I know Rabies (considered one of the candidates for a real 'Zombie' Virus if it ever mutated into something airborne) has a 'time limit' so to speak, the infected usually goes crazy and aggressive then dies (forgot if it was a few hours or a few days).
  22. IkaikaKekai

    New bandit character

    Same way you get your gear as a normal Survivor or a Hero. Find ax, pickup ax, find gun, pickup gun, find better gun, pickup gun.
  23. IkaikaKekai

    Scavenge items

    Don't think that would really be pheseable, small scale stuff on the other hand I could see. I mean a large majority of farmland is dedicated to wheat, which would need to be milled into flour, you'd need not only the harvesting equipment but also access to a mill or grindstone, and then you'd have to cook the wheat into something edible (yeah you could just eat raw wheat/flour but...). Raiding the small gardens that houses have would be easier, or say there's a huge field of potatoes or other vegetable crop, you could use an entrenching tool or shovel to dig up a few potatoes to use or harvest the other corps directly. Nizhnoye has a pretty large orchard, maybe being able to pick fruit from the trees?
  24. IkaikaKekai

    Capturing a zombie

    Loot suggestion, Ball gags, latex mittens, ring gags. And their not undead, just feral and unwashed...nother loot suggestion, condoms. I'm joking if you can't tell.
  25. You'd have to talk to the admins directly, they may or may not go to these forums. If I remember correctly this server does have a 'no killing in churches rule, I was attacked myself in a church on this server, broke my legs like you, I didn't shoot back and started screaming for an admin and they were like 'dude shut up we didnt mean it here's some morphine'.
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