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Everything posted by codestargod
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OK, keep your panties on Dorothy, It'll be done when it's done.
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Also, the design should be that it is difficult to predict who is a true crawler or a walker crawling at the time. You think you're safe cause you believe it can't chase you, then it jumps up and frightens the white jesus out of you.
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+10 for meleeing while defecating. You could inflict some awesome splash damage! Imagine sneaking up on a bandit while he's doing his business, and he maimes you with his poo...
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Not sure I understand... as far as I know, I have no brothers playing DayZ. Pray tell, who is this other smart fellow to whom you are referring?
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Agreed. See my last post. Not fleshed out? More like flushed down the toilet. Whatever dude. That word 'troll' is played out and doesn't work on me. When you're right you're right, so hey!. How 'bout you try to take my comments on board objectively instead of as someone overdosing on estrogen. Peace out.
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I guess that making an inference from a sarcastic remark is not your strong point... In which case, let me make it clearer. There are far better ways to accomplish the goal of a 'job' or 'quest' system that do not involve items magically appearing or disappearing from one's inventory. The 'jobs' you spoke of would ultimately be managed by an algorithmic process (a.k.a. agent) as evidenced by when you stated: The goal here would be to conceal the agent's automated functionality as much as possible from the user by giving him a more human appearance; Instead of the items being abruptly removed from the inventory by some 'invisible man' it would be a far more immersive experience if the 'invisible man' were replaced with the image of an actual algorithmically controlled image of a man/woman in the form of an NPC. Or, a more organic approach would be for an in game forum for player communication to be developed. This should take the form of a bulletin board placed in the center of the the town square. Players could then leave written messages on the post board requesting items for exchange etc, with a possible date and place where the two parties could meet. This would of course be at great personal risk to both players, as you never know who you are negotiating with. The poster would also have to check back every so often to see if there were any responses. The town square message board becomes the agent in this case. I believe both strategies could be employed and work well together. The NPC could also leave jobs in the town center, without you ever having to see him/her at all. An interesting addition could be that this townsman might only speak and write Chernerusian, in which case, your first quest would be to go find yourself a translation dictionary. LOL. Once in your possession, you'd be able to see messages in your home language. The reason why I am still arguing for NPC's is because it is highly unlikely that in the mist of a zombie apocalypse, you wouldn't find at least one person in the town who'd decide to hunker down in their home and ride out the apocalypse. This type of character would usually be a very difficult to find loner-survivalist hermit type, living on the outskirts of the town, well versed in knowledge of the surrounding districts, and in possession of plenty of lore to hand out in exchange for items. This is not unreasonable at all, and in many ways, adds to the richness of the entire experience.
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How is a crop duster not realistic in outback country?
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Please... no military aircraft. However, I'd be thrilled if in searching through a barn, I came across an old crop duster that needed a bit of tidying up. This'd be something that'd make me wanna hunker down right there and protect the homestead.
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...and so it begins. 'scuse me a moment while I go rev my "I told you so" engine.
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I would like to see more "signs" of the zombie apocalypse.
codestargod replied to andre_hauger89@msn.com's topic in DayZ Mod Suggestions
Yea. Looking at it now, all I can say is... goddamn these zombies are some tidy mofos! -
This idea is so asinine that it makes my head hurt. I suppose your explanation for how this mechanic should work is that you'd have a cadre of magical faeries who secretly rummage through your knapsack and quietly take out the items when someone completes the mission. These wonderfully magical forest dwellers will then fly of to the Gnomes who hold the negotiated items in escrow, and are more than happy to transplant them at the secret location for a small fee. The faeries will then return and whisper softly in your ear that someone has completed the mission you posted, and your items are waiting to be picked up. Brilliant!
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Consolidated Weapons/Equipment suggestions
codestargod replied to rocket's topic in Mod Announcements & Info
Now the M16 is all that and a bag of chips. You know it's true! look at it with it's sexy round but, and it's smooth triangular hand-guard. mercy me. -
Consolidated Weapons/Equipment suggestions
codestargod replied to rocket's topic in Mod Announcements & Info
ugg.. The G36 is a horrendous rifle. Very ugly in design. Not sexy at all. One of my quests will be to put down anyone who has one of these. It would be the humane thing to do. Now the M16... hell yea baby!!! This is a thang of beauty. Surely the GI's would have left a few of these sexy animals to roam free in Chernaruse after the conflagration... -
will we be able to jump like criss cross?
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Consolidated Weapons/Equipment suggestions
codestargod replied to rocket's topic in Mod Announcements & Info
So will we be having bows and arrows? And if so, how might they be operated? Let's say I have my bow fully drawn, how might I abort this action without firing the arrow? -
If realism is what we are looking for, then we should have fishing. How come no one has ever mentioned fishing??? I must say I find this a bit odd.
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Consolidated Weapons/Equipment suggestions
codestargod replied to rocket's topic in Mod Announcements & Info
If horses, then I hereby demand that dogs be included as well!! -
Precisely my point. "The devil finds work for idle hands (and moronic COD groupies) to do". Differentiate the various activities for all possible groups, and you stand a better chance of keeping everyone occupied and on task, and not spoiling the fun of others.
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I ain't your Sergey, dude. Rub your eyes and look again.
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who?
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half a year before the truth sinks in... a year until it becomes a shell.
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Based on my early warnings taken without heed, I wish to say in advance "I told you so".
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NPC means Non-Playable Character. Is this not what a zombie is anyways?? The only difference here is that the NPC is a survivor that adds content to the game via optional player interaction, in the form of a quest verses a mindless zombie who does nothing but chase you around abit. It also makes sense that in the DayZ world you would find one or two people who would chose to hunker down somewhere in their cabin. To remove this feature, I think, would be a step towards the unrealistic. Why not have these NPC survivors transmit their story to add to the overall immersion of the game? For example, someone mentioned downed helos spawned... well an NPC survivor would make an excellent delivery system for disseminating this kind of lore.
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Dude. Just because current MMO's have similar features does not make the feature a bad thing. This would be a fallacy in logic. Improvement is when you take a good thing and make it better. I believe that the burden of proof is on you: I challenge you to provide hard evidence to suggest that a subtle quest based system would be disastrous for DayZ. From my standpoint, all the evidence suggests otherwise. Not only this, but having this mechanic imbedded will not impede the game play of naysayers in the least. Worst case scenario, it will be a feature that is never utilized, in which case the developers would stop supporting it. Best case scenario, it would serve as a mechanism to keep players interested when general player cooperation breaks down, thereby adding to the game rather than taking away from it.
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Now you are being childish. Let us hope the developers are not as immature, and have a sense of reason.