Strongarm Steve
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Everything posted by Strongarm Steve
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20 words or less: Super-Low Humanity Detection
Strongarm Steve replied to rocket's topic in DayZ Mod General Discussion
NO Real bandits wouldn't necessarily give anything away. See how the fixed direct chat affects PvP before trying something like this. I think the idea of having blood on clothing after kills works much better. Have it fade over time. This adds ambiguity to whether or not someone is a bandit. It adds a lot of tension and indecision, which is what the game needs. -
20 words or less: Spawning without a weapon
Strongarm Steve replied to rocket's topic in DayZ Mod General Discussion
Yes Only if we're given other resources upon spawn like a flashlight, melee weapon. Make sidearms more common in coast towns. -
Give bandits/survivours different side channels
Strongarm Steve replied to deepfried's topic in DayZ Mod Suggestions
No, it turns the game into a huge TDM. -
Ideas to Create an Authentic Endgame
Strongarm Steve replied to ElemenoP's topic in DayZ Mod Suggestions
The construction ideas are wonderful. However, my favorite thing has to be the recognition system. That's something DayZ needs very very badly. -
A Realistic Means of Facilitating Group Play
Strongarm Steve replied to dogsbd's topic in DayZ Mod Suggestions
I think the personal chat, armbands, etc are all unnecessary and will just end up in a lot of betrayals. I do like the idea of being able to select group spawns, however. In real-life it'd be quite likely that a band of survivors would end up crashing in close proximity to each other. Maybe they crashed from the same ship? The same boat capsized? It'd be nice if a group mechanic was created that allowed players to create their own groups. After this, one could allow to SPAWN as a group. -
Anti-Bandit System, Scrap Humanity
Strongarm Steve replied to Rainman (DayZ)'s topic in DayZ Mod Suggestions
Rather than labeling someone for only specific actions, how about we give certain amount of blood effects for every time someone loots a player or zombie corpse? Perhaps it could last a few minutes before it wares off. Rather than labeling players for their actions, this would give players additional information about the type of player the person is and would let people make decisions on their own. I really think ambiguity in how evil or good players are adds a lot to this game. We shouldn't put definite labels on "bandits" or "survivors" and turn it into a two-sided war. That's not how it'd work in real life. -
Humanity System - Rocket, have a minute?
Strongarm Steve replied to Miyo's topic in DayZ Mod Suggestions
Why would any bandit wear an arm-band? It seems more likely to me that only people who want to associate with a certain faction would make the effort to identify themselves as such because otherwise one is merely labeling themselves as a potential threat. I really like Rocket's idea of armbands being used to factions. That is how it should work. This would also allow players to gain additional information about random people. If someone has an armband, they're probably a part of some time of group. Is it a survivor group or a bandit group? Well, that's up to you to find out. -
Right now a major problem is that when groups engage in firefights, it's often very difficult to differentiate friend from foe. Some people have selected similar skin color or glasses, but that is still problematic when engaging from even relatively short distances. I know Rocket is implementing an arm-band system which would work great at further distances, but I feel this idea would make close-quarters firefights a lot less confusing. I think that a player-assigned group mechanic would work wonders. This is how I feel it should work in order to promote realism: In real life, obviously you would be able to tell who your friends are in the heat of battle, at least from a certain distance. In order to replicate that, I propose that group members should have their name displayed above their character when targeted. This effect should only work within a certain distance. Testing would determine the exact range. This group mechanic could also be used to fix how tedious it is to group up right now. In real-life it's very likely that a group of survivors would crash land on the island in a similar location. Perhaps their boat cap-sized or their plane crashed. Well, with this new group mechanic could be used to spawn players as a group, perhaps scattering them across the beach within a certain location.
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Suggestion You Will Absolutely Hate
Strongarm Steve replied to zak757's topic in DayZ Mod Suggestions
What's wrong with killing people? If you want a reason to team up, create a mechanic that encourages teamwork instead of doing something that punishes pvp. All this would do would nerf the game. Add something to it, don't make it have worse features. -
Rocket said in an interview one of their long term goals is to do exactly that.
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Can we have a line between the post and the signature? A lot of the time I'll be reading someone's post and then get half way through their signature before I realize it's not related. Something like this: ------------ between the post and signature would be much appreciated.
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Safe lockers needed! (bank vaults)
Strongarm Steve replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
Honestly, I think the storage opportunities makes for a bunch of really cool gameplay opportunities for people who have gotten past basic survival. Being able to establish safes would be interesting, but I don't think it should be added right now. Once rocket adds a way for players to establish their own towns or permanent bases, then maybe safes can be put there and only there. Having a random safe in the woods is too easy. -
should there be regular resets on characters
Strongarm Steve replied to vanilladragon's topic in DayZ Mod General Discussion
No. Stop whining.