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CreepySalad

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Everything posted by CreepySalad

  1. CreepySalad

    Inventive to stay alive. (Share thread.)

    People do that anyway. They obviously don't care about the game as much, as they're not worried about death. I am disliking that "griefing"argument. They're using fair means to kill you for their enjoyment. They're not really GRIEFERS, they're just sickos. I think they'd be lower, the amount of griefers.
  2. CreepySalad

    Inventive to stay alive. (Share thread.)

    I don't think it would. I think it would cause people to work together a bit more. No one would want to die, and working together would help that. Well I think it would add a lot more to the game. Most bandits want stuff. With this element, there will be other ways to get stuff from other players rather than killing them. Things you can't do now, because losing all your stuff is basically dying. For example, mugging. If you want someone's stuff, you could walk up to him, and point your gun at him, and make him give you his stuff. Now, if you do that, he'll fight back, because he has nothing to lose. If you take his stuff, he's basically dead, so why not fight back? More people would work together to not die, because no one would want to. I think it would cause a huge drop in KOS, and a large boost in teamwork. There would be a higher chance of players feeling guilty for murder as well. I remember the first player I killed in Day Z. I felt guilty for a little while, then moved along, and eventually became a bandit. The first person I killed in that month permadeath Minecraft sever a long time ago, though, made me feel kinda bad for a while. He survived for 2 months too ;~;. Anyway, I just think it would be kinda great, and add more caution needed to play the game.
  3. CreepySalad

    Zombie killing Incentive

    I'm not quoting you because I'm on my phone. With your ACOG zeroing argument, I think that should be something a player notices, not the character. I think my player experience argument still stands. With your killing zombies should be your priority argument, I disagree. Your priority should be to survive. Going out of your way to kill zombies doesn't portray that, and would make the game seem more just like a zombie killing game than a survival one. It would be far more realistic to not have presets of things you can create, but unfortunately, we need them. I think that there should be no extreme crafting, in my opinion. Let's take NEO Scavenger, for example. You can't craft a knife to a broom, but everything you can craft doesn't seem over the top or super cool. I like that. I don't want to be able to craft a tack inside an orange, or an explosive VCR. I just want to be able to craft simple things, like a scope on a rifle or something. Anyway, I disagree with all of your points, though I respect them, I just don't think something like that belongs in a game like Day Z.
  4. It's not that I don't see the logic, I just think it's not really needed. I meant to say it would be nice to have it added in my previous post, but I forgot. I just don't think it should be of any major importance, and it should be the same as a bandage. But I just like seeing seemingly useless trash loot being something useful. It just seems like something that is of such small importance. Especially this specific item.
  5. CreepySalad

    Hostage mode

    I dislike that "trolling" argument people have a lot. I mean, kidnappers in real life are total trolls. I think there should be a way to get out of ropes, yeah, but I mean, trolling would be hacking the server. That's about it. What could we do to make people want to stay alive though? That's the problem. Hmm...
  6. CreepySalad

    Zombie killing Incentive

    Okay, yeah sure. -This game is attempting to be a brutal survival simulator. It's attempting to be as real world as possible, as far as actions go. You wouldn't all of a sudden say "HEY A KNIFE ON ANOTHER KNIFE WOULD BE GREAT FOR KILLIN ZOMBIESSSSS" after killing 12 zombies. -It shouldn't be about character progress, it should be about player progress. If a player thinks "Hey, if I tape a chainsaw to this twig, I could kill ZOMBIESSSSS easier!", then they shouldn't have to kill 27 zombies to do that. It's about the player. -Having inventive to kill zombies just isn't realistic. Why would anyone WANT to make contact with a flesh eating monster? Who WOULDN'T just sneak around them? I'm saying that there's no need to have an inventive to kill zombies, because there doesn't have to be one. I mean, you can kill them for fun. Or maybe you're hoping for one of them to drop beans. But besides that, why would anyone just want to go around and kill zombies? -It's far too easy to kill zombies. Zombies are way, WAY easy to handle. They have low amounts of health, and it would just be really easy to get OP as fuck weapons. -Grinding should not be in a game like this. eh. There you go, that's it.
  7. It's actually because they're completely unnecessary. And what school did you go to that teaches you the difference between pads and tampons? And why do you keep calling them tampons?
  8. Why keep it on any server? This game is supposed to make people feel uncomfortable.
  9. CreepySalad

    Hostage mode

    I do like the blindfold things. I really want something like this. Like, handcuffs or ropes or something. I want to knock someone out and tie them to a chair or something. That'd be cool.
  10. CreepySalad

    Too much pvp not enough survival

    I do like the idea. I don't like it because it'll get rid of PvP, but it would just be kinda cool to feel like you did something when you killed a lot of zombies, you know?
  11. CreepySalad

    Zombie killing Incentive

    No. y r u dong ths 2 me plszzzz stop
  12. Can't we just use a NEO Scavenger type deal? You can tear shirts and stuff for bandages. Would pads even be effective as a bandage? I mean, why would you just want to change all bandages into tampon pad things?
  13. I think weight should be a character limit, and only a container limit with certain things. Like plastic bags or something. Instead, we could have a Resident Evil-esque inventory system, except +weight. So no carrying a rocket launcher and an anvil. Because it wouldn't fit in a backpack. (And you wouldn't be able to carry it.)
  14. CreepySalad

    bleakness of the world

    Yes.
  15. CreepySalad

    Bloodsucker

    We need harder zombies. Not harder other creatures.
  16. CreepySalad

    Group-Invite

    Everything in this game should be improvised. Groups included. So, a giant arrow over my friend's head is a no-no.
  17. CreepySalad

    new classes

    Wrong game.
  18. please for the love of god make zombies harder. i don't care if i get angry. it'll just make it that much better when i survive. but please, PLEASE, make the zombies harder to deal with. to the point where just three can be a problem to deal with.
  19. CreepySalad

    wild tamable animals and wild life in general

    How would you even go about getting a wolf companion? Especially if it's old enough to want to eat you?
  20. Cars aren't really...rare. I don't know if you've been outside lately, but there are cars everywhere. If a zombie outbreak happened, would all the cars just turn into dust with the exception of three or four? I think there should be a lot more cars in the streets. Yeah, some can be COMPLETELY out of commission, but still enterable. In order to make this more, eh, fair, we can... •Make cars Louder Attract zombies, and players to your four-wheeled vehicle. Zombies will follow the sound for quite a long time, making it more risky. •Have a majority of them be locked. Most people lock their cars. They paid good money for those. Maybe you can find keys on zombies, that lead to a random car in the vicinity. Or not. You could also break windows, and hotwire it. But that takes time. Time and injury if you fuck up and punch it or something. Not only creating a loud glass breaking noise, but an alarm, IF the car works. Maybe also add player skill into it, requiring you to KNOW how to hotwire before you do it. NOT YOUR CHARACTER. YOU. YOURSELF. I made a post about that. (http://dayzmod.com/forum/index.php?/topic/119543-player-skill-this-is-not-a-leveling-thread/) •Have a majority of them be broken beyond repair. Still, enterable, just...broken. The battery's dead or something. Whatever's usually wrong with cars. I wouldn't think cars would be that rare anywhere that has a road. Especially considering there are cities on the coast.
  21. CreepySalad

    Zombie AI proposal

    Yes, but silencers should be realistic. They're not THAT quiet. They should be slightly quieter than your average gunshot.
  22. CreepySalad

    Item Spawning.

    So I was reading a thread about a store system, and OP said "with storage and such, you can get your stuff back. plus, it's easy to gear up." It got me thinking... I think that we make things stop spawning eventually. Let me go into detail. So let's say a server starts. At the start, the spawns are normal. As they are now, sorta. So let us say 60 people join the server, and begin looting. The most popular looting place bring Cherno. As time goes on...Cherno spawns less and less loot until... It stops. It stops spawning loot. Cherno is now bare. Maybe it could spawn something rarely, every once in a while. But not nearly as much as any levels as before. People start leaving Cherno, as there's nothing there, and start heading to Elektro. Less zombies will spawn in Cherno (no people,) and start spawning in Elektro more. So more people loot Elektro, and stuff starts spawning less, blah blah. Then we do this until loot begins getting stagnant. This will make survival WAY harder. Maybe it'll promote an economy on servers, and cause bandits to kill for a reason. It would also cause people to band together. People have to start holding on to loot. 19 slots of stuffs isn't going to last you long. It could cause a long term goal (get all the loot from camps), and it'd be a nice touch of realism that adds to the gameplay in a positive way.
  23. I like this idea. It's really nice. +1
  24. CreepySalad

    Progression System in DayZ Standalone

    Yeah, totally, because loot isn't the same exact thing. You can't totally get XP back easier than loot. People will totally care that they can't fix a car 2x faster because they were shot by a bandit in the hills. Although they can just repair it at the default speed after dying...but it doesn't matter. That extra 50% really made a difference with repairing cars. I'm sorry for "trolling" you. le me xdddd> http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1343/93/1343933547337.png
  25. CreepySalad

    Progression System in DayZ Standalone

    So I guess he just has a whiny personality. "Yeah the "player interactions" where everyone shoots on sight seems AMAZING, i think you dont play dayZ f or the last 6 months. If a progression system is "omfg bad, no rpg, dayZ is n o rpg, hurr hurr", then what do you suggest to reduce t he shoot on sight and to make players value more thei r lives? And yeah, dayZ IS a RPG, if you think it isnt, you dont e ven know the freaking meaning of the term." Considering this comment, his comment about apes being able to preform tasks seemed as though everyone who thought it was a good idea had the intelligence of apes. If it didn't, that's what it came across as. Also, how does leveling prevent KoS? If I leveled up for killing people, wouldn't I do it more? It doesn't really give more to do, as all you have to do is RUN around and shoot people. Bam! You leveled up two things. It's not going to change someone's play style. If you're a sniper bandit in the trees, you don't need to level up running. Why would you? Same with bandits period. If you're not going to heal people anyway, why would you now? To level on an invisible system? Your logic is flawed. If anything, it'd promote KoS. The little minigame system would require someone who ACTUALLY KNOWS WHAT THEIR DOING to fix a car or a wound. The XP system allows any old dude to do whatever. You can still fix a car at Car Fixing level 1, but just not as fast. So it doesn't matter.
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