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wisper

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Everything posted by wisper

  1. wisper

    Could it be possible to put a train in DayZ?

    Come on guys, this is a fantastic idea! As for the map size, no problemo, just make the train reach a blown bridge at the edge of the map. Actualy, this could be an extra feature, where, if u don't stop the train, u take a dive ;)
  2. wisper

    [SA] No snipers, no choppers.

    I want a super sniper weapon that can shoot from the stratosphere and I wana be able to ride mir!
  3. wisper

    Pay a development company to make DAYZ

    People r so harsh these days :( Dash, nobody would accuse u if U were to take a dayzesk idea to another developer and get them to implement it. This one is so well under way that it would simply implode with such a drastic change... which gives u this fantastic opportunity ;)
  4. wisper

    "Realistic" Fishing in the Standalone

    Fishing should be included as a source of nourishment, but let us not go overboard with it. There are specialized games for this subject. Rod, net, trap as alternative methods should be enough. After all, this is a survival game, not a "get the biggest catch" one. Foraging is a very good idea to be included. Can't imagine passing up an apple tree, so I can sneak in a z-infested town to scavenge for cans... Ed. Use also dynamite for fishing
  5. I think u can access all inventory sub-portions, 1at a time, which would represent the time that it takes to search a prisoner. As for a surrender button, it could be implemented as an emote without restricting your options... we are NOT men of honour and if I were to get the opportunity I would backstab my captor. Handcuffs and other such kinky gadgets all wellcome though.
  6. It does sound interesting and a good alternative to the underground base plan, (how much can u dig anyway). The only problem that I can think of is that your avatar would need to appear at a specific location on every log in, (representing u coming out of the house). I mean u can't pretend to visit the same house from anywhere on the map and come out of it at any place u last logged off. If that where to happen, your friend Steak and Potatoes would probably be wating for u outside ;p
  7. wisper

    Zombie abductions for science + emergency food drops

    Sometime ago I sugested that the map limits be "cordoned off" by ground and naval international forces that quarantined the infected area. Thus, as survivors, not only would we need to face the z risk, but eventually formulate a plan to either break out of the zone, or choose to act as the international forces' freelance agents from within. It was not well received by the community, mainly because it would then limit the expansion scope, I believe. As an alternate, we could have different national uninfected havens, heavily fortified to the general hostile environment. Then the world would be the sandbox and those secluded areas provide extra points of interest/tech/supplies. U see, I still hope that, as the sa will develop, different locations will become available (high hopes for Asia, America and Africa). Emergency food drops could only be explained with the existance of organized society, so it remains to be seen if we will get any.
  8. wisper

    Add moar Rivers.

    Sure thing! Perhaps we can even use dynamite to fish, (faster but trickier).
  9. wisper

    Ventalation Shafts

    For the most part, these ventilation shafts are not strong enough to hold a person without crumbling. In addition, I don't think u will find many such instalations in eastern Europe. To be able to use closets etc to hide is quite interesting though. Plus, it would be cool if zs can reach through windows to grab u, (as opposed to attacking u through walls).
  10. wisper

    Add moar Rivers.

    Great idea! Not only rivers will spice up terrain and provide alternate forms of travel, but they can act as obstructions for both zs and other players, with bridges as choke points. Actually, what if u could blow up a bridge? What if we could have a dam that we could blow up? Ah, the possibilities... mu ha ha
  11. wisper

    choose what type of person you spawn as.

    Background story as I understand it is that we are 5 years into the z apocalypse. That's why everything is so run down and by the way zs are infected, living humans, (think of it as a kind of rabies). Why we appear on the beach with almost nothing after 5 years of surviving? The answer is obvious: We are on vacation! ;) Seriously, the way I like to imagine it is that I just wake up after I got knocked out and mugged. This explains load out and position first time, respawning and running to find your corpse is trickier...
  12. wisper

    Fog system from Arma 3 -> DayZ standalone?

    Yes! At last this can boost creepy atmosphere. Plus, it will provide a bunch of new tactical parameters to cope with, (has anyone used night vision in fog?) Loosly relevant: On creepy atmosphere, what does everybody think about scripted instances? Obviously they should be tailored to simply make the player more nervous and they should be short and rare enough to be noticable when they happen. For example: U go through the town and suddenly a child dashes across a side street so fast that u barely get a glimpse. No real effect on gameplay, no benefits or dissadvantages, (appart from the occasional reflex pot shot it might cause) just a momentary rush.
  13. wisper

    Earning Persistent Gear in SA

    As objected by a number of players, including myself, any form of permanent item or skill would not be realistic, both during playing (where people would endanger their character without fearing the finality of death) and at respawn (where u would emerge with loot or skills and no real explenation of how u got them.) To me it is a clear cut decision that, beyond a visual "bonus" nothing else could transfer to respawn. Skins, or tattoos that u could add on depending on past achievements are the only viable benefits that u should be rewarded with. There is a further point that bothers me though and it has to do with the player's knowledge of the world and the buddies that the respawned avatar "inherits". I like it, I want it, but I cannot give a realistic explenation for it. The best I could come up with has to do with voodoo and spiritual transfer, but I am "grasping at straws" here. The idea is that the respawn undergoes some kind of "possession" by the spirit of your recently departed avatar. It's like, not only the body is immune to the virus, but the spirit is hard to be done with... Told u it's flimsy, any better ideas?
  14. wisper

    Earning Persistent Gear in SA

    Permanent items can lead to abuse, (distributing your permanents to buddies and then offing yourself to respawn them is one). I like both the ideas of Draco122 and Gews... in a way they can be complemantery. Draco's idea is a substantial benefit that could improve gameplay too, since players might find the skill bonus more valuable then the equipment carried, (less prone to shoot on sight). Still, upon death this benefit should not be carried over to respawn, otherwise people are going to farm skills irrespective of the danger and in detriment to realism. (Go in the middle of a horde to give a transfusion, so that you respawn with the extra skill for example is not very realistic). If Draco's idea gets implemented, Gews' idea can come to play. A visual indication of a "long fang" (experienced survivor) can lead to people becoming more prone to socialising then now, (cause honnestly this "shoot first ask later" predominent tactic is wearing me down and I haven't seen SA yet..)
  15. What, u mean to say that I won't be able to clip my pole-axe on to my belt? Darn, here I was thinking I could clip on two of those and then walk like on stilts. ;)
  16. wisper

    A Few Suggestions

    As mentioned before, these are good ideas. In what relates to trade, (ok barter,) the big issues are: 1 To formulate a method of establishing trust between the two parties, long enough to trade. 2 To have an easier trade interface. 1 If you have a buddy to cover your behind while trading, things are easy. If not, we could perhaps have the option to rig ourselves with explosives, turning the cheating option into a lose-lose situation. (Other applications for this come to mind ;) ). 2 Obviously direct communication does the trick in establishing what you are willing to give and take, but perhaps having an extra button that would link the two parties' invenories with a third "bridge like" one would make the exchange easier and faster?
  17. Plenty hunters/campers go about with hatchets on belts in real life... along with an assortment of other necessaries. Realism is not going to be compromised as long as they address the fatigue issue, (which needs tweaking anyway).
  18. wisper

    Maps or countries you would like to play in

    Assuming developers decide to introduce nuke-blasted areas, (last ditch containement effort and all that,) territories could be prohibitive for any other then high altitude travel. Then they could script a fuel/travel time/direction through no man's land with long range planes only. I guess radio communication should be established first with target area (available map) cause nobody would fly blind in these conditions. Sounds good as game mechanics?
  19. wisper

    Maps or countries you would like to play in

    No, u could fly a plane from Namalsk to Berlin.
  20. wisper

    Maps or countries you would like to play in

    After all these posts there can be only one conclusion: dayz must be global :)
  21. wisper

    Character Animations

    Then, as u come closer to poop, will u also make a grunting sound for smelling it? Seriously a question: If u wear an enclosed helmet (like a motorist's one or a medieval one, hint hint) will the sounds be muffled due to extra padding?
  22. wisper

    Maps or countries you would like to play in

    Greece obviously! So much is ready for arma 3... plus that's where I come from ;)
  23. wisper

    NPC Survivors

    U would be surprised as to who would outlast who in such a catastrophy. Long term fighting in Stallingrad or more recent in Lebanon showed that young fit people assume the "go fetch" roles, which means that they drop like flies, while elder, more experienced to hazards people, or people holding critical know-how would either avoid danger, or be preserved for what they are good at doing. So, in terms of realism, 50+ could be more often encountered then u think. But I still don't think anybody would willingly "cough and wiz" through dayz. So, if we are to have a more realistic demographic ratio, these people will have to be AI controlled. As to the quest issue, the way I imagine it, u wouldn't need to accompany npc anywhere. Instead they could choose, or not to follow u if u offer to bring them to safety. They could die on the way, betray u, help u or just ignore u. No more coding difficulty then arma AI controlled team mates ;)
  24. wisper

    NPC Survivors

    Ok, here goes: 1. My point exactly. No need for much extra effort to implement. 2. Would you like to go through dayz as a 60+ year old with a constant back ache? I wouldn't, but the world does not consist exclusively of fit, 20 year olds. Npcs could take up the slack, while trying to save them could provide the player with an extra challenge, but not a permanent handicap. 3. One does not preclude the other. You can interact with players and npcs so the "rush" remains. Plus, if unpredictability is your beef, it is a simple matter to script a random attack yes or no to npcs' reaction senario. 4. No need to have tons of them. Just enough to "flesh out" the world. I guarantee u, catching a glipse of an old geezer, checking u out from the second floor window of the opposite building, or having an urchin dash across the street will pick your interest. Ai is an issue... then again, I have seen players who could make good use of some scripting to replace their own "good sence" ;)
  25. wisper

    NPC Survivors

    The subject has been dealt before, but as in this thread mostly without objective arguments. (It is true that development said no to npcs, but that is a statement not an argument.) Here some things to consider: 1. Technically speaking it is feasable without much extra trouble. 2. Realism is going to improve because there are people types that players are not willing to assume, but they exist in real life, (aka elders, children, cripples). 3. Inclusion of npcs might provide extra interest to players. For example saving an npc and then escorting them to some safe heaven might improve humanity, while causing the demise of such npc might "bring u closer to the dark side mu ha ha!" And that is not a quest! 4. There are tons of people we see every day, without interacting. How do we expect some players (or even more then just some) to fill the entire world at all times. If we log to an empty server, how is it going to improve our gaming experience? 5. Interaction with npcs does not need to have much involvement. After all this is a desperate survival situation, not a social event. Just some thoughts, right or wrong, they still deserve more then a NOOOOOOO! PS- I have the sneaking suspicion that a portion of the negatives comes from an unwillingness to face more then unarmed bots.
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