Yeah Cain
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The only bones I seem to break in this game are the ones in my legs. What's up with that? My very basic suggestions for breaking bones: Broken leg = Can't stand Broken Arm = Can't aim gun Broken Rib = Can't run There are plenty more bones to broken for sure; these are just basic ideas, so feel free to improve/balance this idea
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1/10 I see you, troll
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* [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu) FREEMAN TIME
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FUCK YEAH! Since this has a lot to do with starting gear, I'll add my two cents Current Instant Consumable Drinks- Water Bottle Pepsi Coca Cola Mountain Dew Currently all these drinks make for a refreshing beverage, giving 100% of all the fluids you need to keep you going. Here's what I'm suggesting: (Obviously not final statistics, will need balancing) Water Bottle -80% Fluid levels Pepsi -30% Fluid levels Coca Cola -30% Fluid levels Mountain Dew -50% Fluids levels (And if Mountain Dew and DayZ get a colaboration together, then 100% Fluids levels, and your arms get replaced with mountain dew cannons that launch explosive cans.) Right now, when you're character gets thirsty you see no effect of that untill you character gets so dehydrated he begins to lose blood. Not very realistic. I've never been dehydrated before to the point of near death, but I assume when one becomes Barron of fluids, he'll get dizzy, he won't walk properly and then he will begin to lose blood and die. How cool would that be, to be lost in a forest, and be too thirsty to walk in a straight line, and thus without a compass, you will naturally end up walking in circles. Fun Fact: Your body uses water whilst digesting food. meaning you will get thirsty whilst eating Same with food; more tiers of food to be eaten. Hopefully something like can naturally turn into currency. trading two tins of high quality Heinz beans for a watch or some ammo. TL:DR Make hunger and dehydration have more effect on your character: Dizziness, obscure walking. Also make tiers of food and drink
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Rather then see the return of bandit skin to identify potential PKers, I would likr to see a skin for those who have a high humanity I'd rather see no skin morphing, but if it was to be, I would rather see people rewarded for being a saint, instead of being punished for murdering other players
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When I first played this game the first thought I had was "I'm mother-fucking Bear Grylls", and every time where I find myself in an awkward situation I say to myself "I'm BEAR FUCKING GRYLLS", and attempt to conjour my answer to a shitty situation, and more often than not it doesn't work out for me. Why? Because no matter how hard I try, the game won't let me. What happened if Bear Grylls found a limb bleeding, but without bandages? He would use the wire in his watch combined with his map to wrap up and slow down the bleeding. Bear Grylls gets lost and is without his compass. Bear Grylls will look for a tall tree or pole to climb and gain his bearings. He might get shot doing so, but you gotta do what you gotta do. Bear Grylls is thirsty, but no water to drink. He'll drink his damned piss. Bear Grylls is cold, has matches, but no fire wood! He has some spare bandages... they won't make for good fuel, but God damnit man this is a life or death situation! Bear Grylls is no pussy and has been shot a number of times. Like the boss he is, he'll drive his hunting knife through his body and remove those damned bullets that are lodged within him! Bear Grylls just killed an animal, but has no means to cook it. He'll eat that shit raw. He might get an infection, but its a risk worth taking. There are 3 enemies in DayZ; the Players, the Zombies and the Environment. I think we can pay a bit more attention to the Enviroment aspect of the game via dismantling tools and weapons combined with crafting, and situational trade offs (i.e eating raw meat, drinking your own piss, burning your map/bandages) --- Good idea, bad idea? Why?
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I feel your previous character should have no effect on what happens with your next character Also, humanity will need proper fixing first. I hate killing people who say friendly, but still insist on aiming their gun at me. I shouldn't be punished for 'surviving', and I don't think people should be punished being a bandit if they choose to be, even if a change as small as this were to be implemented I feel there shouldn't be a humanity system that affects the game, I'd rather keep it purely statistical and for vanity reasons. BUT if humanity was to affect the game I would like to see the return of skins. But not for identifying bad guys or 'bandits', but rather for identifying the 'good guys'. I would like to a skin for those who risks there lives to give people transfusions and banages. I feel that if humanity was to change, it would be for the unique good guys, not for being/punishing bandits. But even that I'm sceptical about TL;DR You shouldn't be punished for playing the way you want to, even if you are a mindless griefer
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I'm up for this After all... It is an Anti-Game I'm not sure if such a chanage can be made with the way the server browser currently works
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20 words or less: Spawning without a weapon
Yeah Cain replied to rocket's topic in DayZ Mod General Discussion
YES But only when more non-lethal weapons are introduced -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
Thanks Bullfrog, I'll check that out now -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
It's trying to reduce banditry which the players make. You want to get rid of bandits? round up a bunch of people and go on a witch hunt. Sweet jesus fuck, it's in the title this isn't about bandit killing survivor, bandit on bandit, survivor on survivor. It's about making teamwork a more viable option Is it really that hard to understand? Did I do something wrong? Am I not talking English here? There can't be this many retards on the forums, right? edit--- HOLY SHIT TYRAEL, YOU'RE NOT RETARDED, OH THANK FUCK I haven't seen someone on this thread who has the mental capacity to read a post before commenting yet You're a great sight for sore eyes, I seriously thought it was game over for me double edit --- """Really? Because that is the whole reason you suggested this: "Why do I suggest this? Right now it's waaaay more beneficial to kill another player." So basically you want to make it harder to survive and be unable to sustain yourself because people kill people for guns/ammo/food/etc.""" No, for the love of fuck, you read one paragraph and decided you had enough information to make a retarded contribution It's not that people kill for guns/food/ammo, THAT'S FINE, THAT'S A PART OF THE GAME, THAT'S SURVIVAL IT'S THE KILLING OF ANOTHER PLAYER BECAUSE HE'S MORE USEFUL DEAD THEN ALIVE, EVEN IF HE DOESN'T KNOW YOU'RE THERE -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
Agree. See what you people don't understand is that since it is not your actual life at stake people will just kill for shits and giggles in fact right now thats all people do since there is no reason they shouldnt...to compensate for it not actually being real life shit like the stuff TC mentioned need to be implemented there needs to be more forced cooperation but more in the form of how bloodpacks work. Bloodpacks are THE ONLY thing that requires another persons assistance. But now that hunting and cooking is out steak apparently is a nice alternative to that now... It is asinine to have more reasons to kill than to cooperate in a survival game with other people. Our lives are always at stake. World doesn't revolve around people who are complaining about PKers. HOLY SHIT, DO YOU PEOPLE EVEN READ THESE THREADS? IT'S NOT ABOUT PK, IT'S ABOUT MAKING TEAMWORK MORE VIABLE, NOT PKING -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
You're focusing far too much one aspect and potentional mechanic that could evolve from such a change, on top of that you're shading it in a negative light You do know what an alpha is, right? Content implementations. Alpha is where is the dumb shit and crazy changes happen. If everything that was suggested in alpha was treated as an unnecessary change we will end up with a shitty game. Criticism in such a situation means that you need to expand on ideas, not shut them down the instant you can. Saying things like "I stopped reading at----" is more harm then good. Anyway, on with the actual possible improvmenets RIGHT, FIRST THING IS FIRST, THIS ISN'T ABOUT BACKPACKS, THIS IS ABOUT PLAYER INVENTORY, 9 primary items, and 8 secondary items, plus others for tools and shit In the primary item slot, you can hold all your essential medicines, food and drink, a gadget of some sort, and enough ammo to kill a horde of zombies. The question is this: Is it possible that limiting the primary slots and perhaps secondary slots an effective way to slow down player killing in the mid-game and encourage? Currently, mid-game player killing exists for a few reasons. 1) A player can handle all situations on his own more effectivley then having a companion along side him, because he doesn't have to share his loot, majority of medicine requires only one man to use, he has enough ammo to handle a town's worth of zombies. 2)A player benefits from killing because he can carry all effective equipment or make efficient trades with his own equipment from the player he just killed (I.e, droping his lee einfield for a winchester. Take all of the dead players tools such as entrenching tool, wirefencing, compass, map etc.) 3) It's too likely to get shot in the ass if you leave said player alone, especially if he's not aware of your presence "BUT CAIN, WHAT ABOUT YOUR ALICE PACK, SURELY YOU CAN PUT ALL YOUR SHIT IN THAT INSTEAD OF ON YOUR CHARACTER" Well, then you can't use said item, you must transfer your items from your backpack onto your inventory, which you will never have time if you are caught in a situation if you need to use a primary item. That's when you realise you made a bad decision, and then natural selection takes place "BUT CAIN, THERES NOT ENOUGH SPACE TO TRANSFER OUR SHIT ONTO OUR CHARACTER" well, that's why THIS IS A SUGGESTION BOARD, LET'S COME UP WITH IDEAS, BRAH "BUT CAIN, WHAT ABOUT THE PEOPLE WHO LIKE TO BE LONE SURVIVORS" Well, if we put our heads together, I'm sure we can balance it so the lone suvivors don't get fucked in the ass by such a change. "BUT CAIN, SOME PEOPLE LIKE TO MINDLESSLY PVP" A change like this will make it harder for EVERYONE to solo, but it won't be impossible. Darwin's theory will kick into gear, and the best lone survivors/bandits will prevail. "BUT CAIN, STALKER ALLOWS YOU TO CARRY LOTS OF SHIT" Well that's fucking single player "OK, HOW MANY SLOTS DO YOU THINK EVERYONE SHOULD HAVE?" I'm not entirly sure, this is a suggestion board after all. Maybe 7 slots in the primary sections, and 6 in the secondary; that way, you can still stock up to the brim with ammo and shoot up a city if you really want to. The point is if you want do something like that you can, but you just need to pre-plan what you need. Decision making and what not This is really early stage alpha, so things like antibiotics are going to be more vital, and inventory space is going to be a mother fucker. More decisions for you to make. DO YOU REALLY NEED 4 MAGS? maybe put one in your backpack, and have more room for medicine incase you get into a sticky situation "YOU MENTIONED TOOLS SPACE, WHAT ABOUT THAT?" More decisions my friend. A compass, a map and a watch is pretty vital; but that hunting knife really could help you out. perhaps you can delay on building that car you saw earlier and get some meat in you instead "WITH NOT MUCH INVENTORY SPACE, A GOOD BACKPACK IS GOING TO MAKE YOU A BIG TARGET, CAIN" Yes! A good player will identify your pack and can determine how seasoned your character is. "BUT THEN PEOPLE WILL START KILLING EACH OTHER FOR BACKPACKS NOW, INSTEAD OF KILLING YOU FOR SAFETY" THAT'S GREAT! Now more murders can be justified! It's better to be killed for a reason then for no reason at all. "BUT THIS DOESN'T COMPLETELY END ALL BLIND KILLINGS, CAIN. YOUR SUGGESTION IS STUPID AND POINTLESS AND SHOULDN'T BE THOUGHT ABOUT EVER AGAIN" We have to start somewhere, my friend. This is an alpha game after all! "CAIN, I THINK THIS IDEA IS SHIT" Please, tell me what is wrong about this idea whilst keeping on topic. ----------------------------------- I hope you see what I'm getting at now Doktor. I'm fairly sure if you didnt put "HURR DURR, I STOPPED READING AT THIS, I HAVE TO JUDGE A BOOK BY ITS COVER" the next 3 replies that wasn't from me would of actually been on topic. Remember, this is an alpha, bad ideas can turn into good ones. Shooting ideas out of sky and derailing threads with off-topic replies is worse then doing nothing at all Remember when trying to dubunk this shit (because it can't be perfect), keep on topic so we can actually determine if this idea is shit or not -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
I agree, I would of changed it earlier if I knew how to edit! Tis' my first post -
Encouraging more co-operation in the mid-game
Yeah Cain replied to Yeah Cain's topic in DayZ Mod Suggestions
Ok, the title should be "Encouraging" players, rather then force, as that is what I meant. This idea of mine had no intention to make the game linnier(cant spell) in decision making I was getting at the idea of killing players for their loot is no longer a better option, as you won't be able to carry it all of what you need to survive optimally. That way surviving on your own is still completely possible, but when you see another player there is more thought in whether or not you can risk making contact, because as it stands no contact is the "correct" choice Again, it's not about losing all your gear if you get killed, it's about making random killings in the mid-game less viable Perhaps I should of explained myself better in the OP thanks for the feedback though