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nerd3d

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About nerd3d

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    On the Coast
  1. Not being able to loot your own corpse has been suggested before. But that really only affects the players that play solo. Players that play with friends (over teamspeak or skype) will just get their stuff for them. However, a longer ban time really won't stop that either... hm... okay, good point.
  2. How about this option? Calculate a players "visibility" (already being done) by considering clothing, surrounding vegetation, and distance to target.. then apply a "transparency" to their character model reflecting the result. I'd probably limit this to beyond the clients vegetation rendering range.
  3. That's a good point. Without knowing exactly how their code works for server info query and joining, I think it wouldn't be too far off to have the server reject you with such a message like (you can join again in X minutes) before actually getting in far enough to spam the chat and lag the server. But I may be wrong about that.
  4. Hi Everyone! I know this has be suggested before, but I think I've added a twist that I haven't seen proposed yet. I'd like to present another option that may be considered an addition to "valuing life concepts" like those presented by GodOfGrain (in his post about micro-skills) and Nuigurumi (his post about world-banning). Please check out their post as they are very well presented, but in summary they are both attempting to address the same issue. In the long run, death really has no meaning in DayZ. (Especially those who play with friends who can save your loot). Quick summary of Nuigurumi's World-BAN idea: - I like the way Nuigurumi looks at the problem from another perspective. He suggests that when a player dies, he is effectively "banned" from the world he was in and has no access to the gear or friends he left behind. I view this as a purest approach. (IRL we find that re-spawning is not an option. Perhaps that is why we developed a sense of empathy as a species. The world will become a lonely place if we killed everyone we met.) However, immediate concerns from the community regard "accidental deaths" (Like glitch death). These would be just as punishing. And requiring your friends to all start over because one of you tripped off a curb would be potentially infuriating. Short version of my idea: - Provide "perma-death" servers as an option to the players. Perhaps only hardcore players would chose this mode. - All deaths are NOT considered "permanent". Only loot range "executions" will be "permanent". (Executions are a wheel option, like hide body) - The level of "permanent" can be decided by the server (perhaps a "timed BAN", or a permanent "zombie character" if that gets implemented) Longer version of the idea: - Perma-death servers would have to be a separate "instance" of your character to make this idea work. You don't want people starting this server already geared up. - Upon death, your corpse stays in the world for a short period of time (which can be sped up by "hiding" the body). During this time, the player cannot log back in. - The corpse is completely loot-able as normal. The hide option is still present. But a new "execute" option becomes available. - The "execute" option triggers the servers specified "perma-death" penalty which can range from a "timed BAN" to a "BAN until server reset" to.. enter your own idea here. - When the players penalty is lifted, they may join back in as a bambi on the beach and off they bound! - Note: logging out shouldn't remove the body from the world. What this may do to the "value of life": - I suspect that a potential for a "severe" setback from dieing is what lends to such an adrenaline pumping engagement. (Which I love about this game!) - This will most likely NOT affect the "Shoot on Sight" mentality, but it may have an effect on peoples decision making process as they stand over the helpless corpse of their rival. "They aren't a threat anymore. I have access to all of their loot if I want it. Do they deserve to be "executed"? If they were a Bambi sniping A**-Hat, maybe so." Note: griefers will likely BAN everyone anyway, and that is their choice. But the point here is it is a conscious decision the player with all the power over another individual has to make. How will this impact team work: - Survival in DayZ already has a clear benefit to working in a group. More guns increases survivability, no question. This mode will deepen that bond and benefit from working with others. If a sniper takes one of your buddies out and you get the sniper, you can hide your friends body and they get to log right back in! How will this affect beach Bambi snipers or griefers: - Short answer, it wont. - However, most likely snipers will stay in their roost and your body will auto-hide and you'll be right back in. You're back at it, and they got their target practice. Minimal harm done! (but say goodbye to your gear). - Griefers will "want" to BAN you right away to cause you the most grief possible.. but.. were you alone? What if they go down to "execute" you and your hidden friend gets some revenge? Would they want to risk that to the possibility that your friend (who might not even be there) will "execute" them instead? Basically I think this idea would be a good idea for the "social experiment" aspect of DayZ. If you get gunned down with no warning, maybe you'll find that your respawn comes up sooner than you expected (eg. they hid your body instead of executing you). Maybe you can take comfort that it wasn't personal. You were perceived as a threat, and they were too scared to say "stay back". Or maybe they just wanted your beans.
  5. This is true! And I'm so excited! Here is a quote from the stand alone blog from the "Customizing your Weapon" section! Quote: "You must load the magazine with ammunition and then it is considered an attachment to the weapon. The quantity and condition of your magazines will be particularly important in the standalone. Look after them!"
  6. Thanks Orlok. I tried searching for them but I only saw references to the rarity of weapons.. not the rarity of ammo itself. Glad I'm not alone in this idea though! :) Also, I just saw a video referring to the stand alone blog which lead me to this little nugget of information in the "Customizing your Weapon" section! Quote: "You must load the magazine with ammunition and then it is considered an attachment to the weapon. The quantity and condition of your magazines will be particularly important in the standalone. Look after them!" That is Awesome! I'm getting so ramped up for this game again!
  7. I didn't know that! Thank you for the info. I have to admit that I haven't played the recent updates (last 4 months maybe?). I'm one who is waiting for SA, but is very excited to jump back in!
  8. I'm likely to get flamed for this, but who does that hurt anyway? So, flame away! OKAY! Idea! Short version: Ammo is TOO common. Longer version: The setting is "Post-catastrophe". The vast majority of the population has fallen to the infection. Civilians were overrun defending their homes. Military presence couldn't hold against the uncountable numbers. Panic forced everyone out of populated areas where many starved or otherwise met their demise in the wilderness. In this setting, you're not going to be finding an AK with 4 full magazines in a barn. Weapons/firearms would be pretty common to find. But guns would likely be found with their actions open and the magazine missing (maybe with an arm still hanging on.) Panicked people would have fired most of their rounds before dying. A magazine would be a lucky find with 2 or 3 rounds. Extra Long version below (probably TL;DR. Feel free to skip this section and share your thoughts if you want.): My rationale for the idea: As I anticipate the SA release, ideas are coming to me about emersion. Comrade Clash has a great post about "localized" guns here. He definitely raises a valid point. However, I think having "out of place" guns is fine, but if the chance of finding one were much lower, it would help with the emersion he's talking about. And it would be THAT much cooler to find one! Also, There are numerous posts about magazines being very important and valuable in a scavenge driven post-apocalyptic world. (I particularly like this topic from Trizz). I couldn't agree more with this. I think firefights could become WAY intense if you’ve got to find cover to fill your magazine. We probably won’t have a little gnome in our backpack topping off the magazines we aren’t using. Now, I know there ARE common ammo types that exist, but there are SO many different types of ammo. Scavenging would most likely land you with ammo you can't use, or a magazine that doesn't fit your gun. (eg. you’ve got a Beretta M9 and you found an MP5 mag that has a few rounds left. Nice find! but the best you can do right now is strip those 9mm’s and top off your Beretta mag(s) and hope you find someone willing to trade for an MP5 mag, and not just kill you for it) What else this may change: -Less Shoot on Sight? I recognize that people are drawn to this game for different reasons. Some people want to role-play and immerse themselves into the world to experience what such an event would be like. Some people enjoy the challenge of hunting the "most dangerous game." Some like to snipe defenseless newly spawned bambi’s because they can. While peoples reasons may be diverse, I think we can all agree that shooting people before they shoot you is a pretty regular occurrence. The increased rarity of ammo may make pulling that trigger a more meaningful choice. “Is this guy worth the bullet? Are the Beans worth it?” Running around with 100 round belts doesn’t seem like a realistic scenario for this lore. -Alternatively, rare ammo may have no/little effect on ‘shoot on sight’ policy. Instead of murder for the beans, it may just turn into murder for the ammo. Zombies become more dangerous? Currently it seems that players aren’t very concerned about the zeds. Run in a straight line, then turn around with full auto and I’m right as rain. However, if I’m lucky enough to have a machinegun, but only have 20 bullets total.. maybe this is a sign that I should learn to be a little more sneaky. Well, if you made it through my rambling this far, Thank you for giving my idea a chance! Please toss a word in about what you think rare ammo would do to the game.
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