nahholmes
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Everything posted by nahholmes
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Zombie Children YAY or NAY
nahholmes replied to AfricanizedBees's topic in DayZ Mod General Discussion
Bump for in light of everything that's happened in the past month and this http://www.gamespot.com/news/joe-biden-appeals-to-games-industry-on-gun-control-task-force-6402155 everyone can just agree I called it. -
Broken Bones And No Morphine
nahholmes replied to pwnage13371's topic in DayZ Mod General Discussion
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No PK server: * The League of Extraordinary Gentlemen *
nahholmes replied to Ghandi's topic in DayZ Mod General Discussion
Don't know about everyone else but I'm going to PK on this server. -
3rd Person View, why I support it, and why it should stay in game
nahholmes replied to tearran's topic in DayZ Mod General Discussion
If you don't like 3rd person, play on a server with 3rd person disabled (of which there are plenty). Problem solved? -
+1 this idea, it's exactly what I was thinking.
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No Vehicles on Servers: Heres the fix
nahholmes replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
The only problem with vehicles right now is that people hide them off map. If a vehicle is off map when the server resets then the vehicle should delete and respawn on map. -
Don't log out unless you are in a good hiding spot. It's not that hard, I would never log out just standing in the middle of an open area. I either log out in some trees, maybe in a seldom searched building, or behind some hay bales in a barn.
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goodbye side chat...i shall miss thee...
nahholmes replied to lowerplains's topic in DayZ Mod General Discussion
Rocket has said hes working on a global chat "you have to find" so it's probably radios. -
The game isn't hardcore enough.
nahholmes replied to Saul Weinstein's topic in DayZ Mod General Discussion
8/10 - A solid mockery of the current state of the forums but you only said "realism" once which totally killed the immersion so I'm going to have to dock you 2 points. -
What are the chances of finding medical supplies outside of Cherno and electro
nahholmes replied to Ingway's topic in DayZ Mod General Discussion
I wish you spawned with Morphine instead of pain killers and the screen would only shake if you had your gun up so you couldn't aim while in pain but didn't have to get seasick. Broken leg + no morphine and I'm going to respawn every time unless I'm right outside a hospital. Moving at a snails pace is incredibly boring. -
There should be a 15 second timer for "normal" logout. You click exit and the timer should start similar to passing out except you can still see and turn your body to look for danger. If you press a movement key or click a mouse button it should cancel logout. If you get shot or hit by zed it should cancel logout. If you Alt+F4 your body should stay for 15 seconds sans pilot. If you have aggroed zeds, been shot, or fired a shot in the last minute it should be the same as above except 60 secs instead of 15. If you log out bleeding you should die every time. 15 minute cool downs are a terrible idea, there are many legit reasons to log out and back in quickly. Join a sever that is glitched (where are the zeds? Where is the loot?), want to change servers to meet a friend, server is lagging, stuck inside a building, hackers griefing people, joined a server with nametags on... If you really want to stop server hopping store a list of the last 8 places a player generated loot. If the server goes to generate loot and and the spot is on the list 2 or more times they get empty cans and whiskey bottles.
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PKing is rewarded, friendly play is punished
nahholmes replied to Bluegobln's topic in DayZ Mod General Discussion
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Plea: Go back to Making Survival Sandbox
nahholmes replied to eggmoe's topic in DayZ Mod General Discussion
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How did you make a whole website and never think to google dayz wiki? Everything has a wiki now adays.
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Plea: Go back to Making Survival Sandbox
nahholmes replied to eggmoe's topic in DayZ Mod General Discussion
What are you talking about? I must be missing something. The game is more gritty and sandbox now than it was before. What experience are you missing? What is less rare now than before that is ruining the game? I think part of the reason a lot of people are starting to get "tired" of the game is the lack of an "end game" for most people. You get better at the game, and you know the map, you know where to get the good gear, and every time you die you get re-equiped a little quicker and easier than the time before. For a lot of people starting out the best part is exploring and digging around and finding cool new gear. It gets easier every time you do it. Eventually gearing up is not a challenge anymore and you have seen most of the interesting parts of the map. Now that the part of the game that initially drew you in isn't a challenge you are left to your own devices to find a challenge. Gearing up is really the only challenge built into the game that everyone is experiencing the same. After you have all your shiney stuff it's up to you to decide what to do with it whether that's camp out in the woods and hunt and not interact with anyone, or fix cars, or join a clan, or PvP, or even start a crew and hunt down other clans, sit in the woods for 40 minutes waiting to snipe someone, kill zeds for no reason, help weaker players, terrorize Cherno, whatever, that's the part you have to decide. So basically I think a lot of the people saying the game is getting boring have broken the skill barrier of getting equipment and lack the imagination to make their own good time. I don't think things like super fast zeds who kill you in two hits or super rare food drops are the answer. As they add more features it will only increase the options for late game (I personally am pretty stoked for traps). Nothing about the game is "gamey" at this point though and I've seen no plans to make it so. You can literally do whatever you want within the engine, there are no barriers or missions/objectives to complete, the game is what you make it. Balancing things in the game makes sense from every angle, it has nothing to do with being sandbox vs. becoming an FPS. You play in the sandbox according to the rules of the game engine and balancing is just a way of making sure those rules make sense. Above all the game should be fun though. No one wants to play a game that is walkthrough easy where every house has an AK or so hard you loot every building in Cherno and find one can of beans and nothing else and zombies kill in one hit with lasers shooting out of their mouth. Balance is finding the right combination of challenge without crossing into unfun consistent frustration. Never forget that the word balance can also mean things which make the game harder. -
Game-breaking bugs and frustrations
nahholmes replied to james2464's topic in DayZ Mod General Discussion
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Loving the game, just wanted to get a couple ideas out there. Obviously most of these ideas would take a lot of work to implement but I thought it would be interesting to put them out there and see what other people had to say. #1 On the topic of Zed AI. Seems like they are putting a lot of work into implementing better zed AI which is great. The better the zed AI the more interesting the game will end up. IMO ideally there would be 4 "modes" of zed AI 1: Normal "roaming"- already implemented the zed roam around zones and moving around them is risky. 2: Aggro - also already implemented, the zed know where you are and are actively pursuing you. 3: Investigate - if the zed notices something somewhat unusual they move at their "roaming" speed towards it to investigate. So for example if a zed hears you moving on the other side of a wall or in a building they will move towards where you are making noise to see what the noise was. Zeds wouldn't go aggro ever on you just from hearing a noise. Cans, flares, and other distractions should be a little more effective. The devs seem to be in the process of implementing this kind of activity. 4: Aggressive investigation - If a zed hears a highly unusual noise such as a gunshot or an explosion they go into "aggressive investigate mode" and move at their "aggro" speed towards where the noise came from. Zeds never go aggro on you just from gunshots if they can't see you but if they are running full speed to where you just fired a shot they are usually going to find you quickly unless you make a hasty exit. They would also use the mode to follow you around corners or if you exit LOS. #2 Stamina The main problem with implementing stamina currently is that it would make moving long distances around the map tedious. IMO the best way to fix this issue is changing the way panic works. If you aggro a zed you instantly panic and when you lose a zed you stay in panic mode for a short amount of time. If you are not panicked running does not waste stamina. If you are panicking running or crouch running uses stamina. Once the stamina meter runs out you can no longer run. The stamina meter recovers if you are not running but while panicked the stamina meter recovers more slowly (so if you aggro a bunch of zombies and make it on the other side of a barrier or stop running to deal with some of them you might have some time to regain stamina to allow you to escape). Stamina does not recover at all if you are bleeding. With stamina you should run slightly faster than the zed so that if you aggro them you have enough stamina to get a head start and put a little distance between you and the runners, allowing you to slip into hiding or into a building to deal with them. Once you run out of stamina though they would quickly be all over you. Running long distances until you find a barn with 20 zed behind you or running up and down hills becomes a thing of the past. Running through towns and around corners to lose zed becomes risky because you risk aggroing more and you know you can't run forever. In combination with the changes to zed AI I listed it would make zed encounters more interesting. You have a zed chasing you into a town and see an open door. Do you risk running around the corner and trying to lose him in the town and maybe run into more zed? Do you run into the house and shoot him? If you shoot him do you try to run out of the house and quickly hide before the rest of the zed can find you with low stamina or do you waste precious ammo killing them all? It would probably requiring a lot of tweaking to balance the amount of stamina, regen rates, zed speeds vs. your speeds and all the elements needed to make this work admittedly. #3 Soda- Have soda refill less thirst (maybe 1/2 of max) and have it regen a small amount of blood (50-100). They do give you a soda after you give blood for a reason and no one ever comes out of the desert saying "I'm dying, give me a Pepsi." #4 Broken bones- Make a new item "makeshift splint" that takes care of broken bone status. Make morphine cure the "pain shakes". Get rid of painkillers. Make 1x splint a starting item if you are going to make broken bones more common (you can make a splint out of practically anything in real life anyways). If you still feel the need to be evil take away the new morphine (read painkillers) from starting supplies when you give splint. It's still possible to play the game with pain for a little while until you can hunt down meds, but a broken leg with no cure means a reset 99% of the time for me. It's way to tedious to crawl around such a large map, not that it's too hard just that it's wayyyy too boring. On a related note... #5 Pain Maybe make pain only shake the screen in aiming mode with gun up if possible (Amra 2 and all). I'm getting seasick. Pain should make it much harder to aim a gun which is realistic and understandable, I've never seen someone in so much pain they were violently shaking their head but still able to move (for the sake of the game this much pain should = passing out). On a related note disable digital crosshairs across all servers. #6 Flags There should be a new item "flag." It is put down similar to a tent or fireplace and once put down only the owner can pick it up but any player can remove it. If a player would login on a server within a certain distance of a placed flag they instead are logged in at a point outside of that area. This allows clans and groups of players to set up small controlled areas like temporary forts, trading posts, or safe zones to regroup without worrying about players ghosting servers into a hiding spot then logging in and PKing to grief them or other stupid issues that ONLY exist due to exploits. It might be a pain to recalculate spawn points for players who are relocated due to flags and I understand this, but no harm in making a suggestion. Flags should be limited to one per player per server and flags should delete once the owner is logged out for > 5-10 mins to prevent idiots dropping flags all over the place and creating messes (if you place a new flag with one already down in server it deletes old flag). I am currently in school for software design and hope to get into the industry one day. Barring that at very least I will continue programming games as a side project in the future (I've done some demos and proof of concept stuff just for fun outside of school), so I'd be interested to hear people's opinions on my suggestions even if nothing else ever comes of them...
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A couple "Long Term" Suggestions for DayZ
nahholmes replied to nahholmes's topic in DayZ Mod General Discussion
Maybe it is all part of Rocket's master plan to sell more paper maps. He should make an item that is a scrap of paper and when you read it it gives you the website link to buy a paper map. (I keed) -
Google DayZ maps. There is one that has all the loot spots and tells you what kind of loot they drop. You can see what areas have a good concentration of lootable buildings. It's good that some areas are less traveled. Gives you and alternative to the big city bloodbath if you are having a time of getting killed repeatedly and get frustrated (it also means there are good places to hide tents).
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A couple ideas I have for the mod
nahholmes replied to Yeung-Jin's topic in DayZ Mod General Discussion
No one seems to want to read my wall of text but I also have some ideas http://dayzmod.com/forum/showthread.php?tid=17690 -
Spawn in old version with weapon switch to new
nahholmes replied to Rinner23's topic in DayZ Mod General Discussion
I think the answer for this is for the people who control who gets to access the main server (Rocket and friends) to give server ops a window to update past a given version. Then after that if the server tries to access the main server with an expired version deny access. It's sad that devs would have to waste time on this, but at the same time it is important that people not be playing on 5000 different versions of the game, else they are getting bug reports for shit they actually fixed weeks ago. At the same time it's nice that not everyone updates exactly at once, it gives people a chance to rollback to a working version if a new bug makes the current version unplayable which is bound to happen a lot. You have to draw a line somewhere though otherwise in 2 months we could have 20 different versions floating around and it will be a mess. -
Remove the hourglass/shock effect
nahholmes replied to Adrian187_86 (DayZ)'s topic in DayZ Mod Suggestions
Yeah it's one of the better features in the game. I always hated how some FPS games you can walk up and shoot someone in the neck with a pistol and put them at 1 life then they can seamlessly turn around and blast you 500 times with an AK.