Jump to content

Deuzerre

Members
  • Content Count

    329
  • Joined

  • Last visited

Everything posted by Deuzerre

  1. Like you can kill the guy that shoots you from 100m away with his assault rifle with a makarov anyway.
  2. What do you do with a makarov? You shoot when you've been detected by zeds, aggroing more zeds, or you kill players with a better loot in a trigger happy way. There is also the epic "Run out of town, turn around, shoot till all the followers are dead." Basically, you don't use the weapon for good reasons before you find better guns. Spawning with no weapon would make the start harder, but also help a lot with atmosphere. That's the gameplay reason why it shouldn't be there. It would be a reminder of the tough start, where infiltration is key. Removing the guns initially with the change to Zed behavior that's been said will come would totally work: No gun doesn't mean benny hill running. It means running, and losing the zeds. Fear for the life. First loot would have to be picked from Zed infested areas. nof from the dead body of the guy that did it a few seconds ago. Saying that focusing on the survivor bit of the alpha will bring it downhill is... moronic. it's the basis of the game.
  3. Deuzerre

    List of traps

    According to Rocket, there will be traps in this or the next update. I just want to sum up most of the community suggestions out here. The most popular and possible: - "Bear" trap. This is a pressure trap (walk on it). Can break a leg and possibly cause bleeding. Standard traps: - Spike traps: You walk on them and have your feet pierced by wooden spikes. High possibility of illness, and causes pain. - Booby trap: Any kind of trap placed on a dead body. Grenades are easy to set under a body. - Trip wire traps. These could have varied effects. Walk on the wire and it activates. a) "Bang" trap: An ammo is set to trigger when you walk on it. Causes both sound and possibly damage. b) "Trash" trap: Empty cans fall off when the trap is triggered. causes noise. c) "Flare" trap: A flare soars in the sky when the trap has been triggered. d) "Grenade" trap: When trigged, you hear a "cling" noise and have a few seconds to bail out running before it blows off. e) "Smoke" trap: Same as grenade, except that it causes a smoke, with all related effects. The ones i don't want: - Claymores: Instant death in radius is bad. Just going after a corner and die from a small thing hidden in trash is a great way for grieving. - Ewok-like traps: too big for a "on the spot" trap, as it reaquire climbing in trees and things like that. Any other I missed?
  4. In my language, we say "Tchekoslovakie", so I tend to put a T in the name ><. It meant the Czech vest.
  5. Deuzerre

    Infected cause infections on hit

    It's like AIDS: Some people have it in them, but won't ever suffer the effects. They are carriers. We're all carriers of the virus, it just doesn't effect us.
  6. Deuzerre

    Whole coast respawn

    Just suggesting: Wouldn't it be better if we all spawned randomly across the whole coast? It would solve: - Cherno / Electro overpopulated bloodbath - Spawn killers (sort of) And create interesting situations of people spawning almost full north and having to cross the wilderness wihtout much on 'em. Alternative would be for people to spawn on the east beach, instead of the south one. Harder to get to the very big towns that would become "end game".
  7. Deuzerre

    Whole coast respawn

    Now that would be hardcore: Nothing to start with... At all.
  8. Deuzerre

    Electric and Natural lighting's V 4.0

    Bumped. This can't die. And overall positive reactions after all. Barely anyone is against, and only the feasibility seems to be difficult.
  9. I'd love it if we started with no weapon, only the small Czetch pouch, and the bare minimum: - Czetch - 1 bandage (without weapons, dying to a random zed hit bleeding you to death would ruin it). - 1 soda (Not a refillable item. Those have to be found) - 1 can (sardines, whatever). Nothing else. This would compensate for sometimes troublesome to find food, prevent people from living off a nearly infinite water supply, and allow one unlucky hit from a zed/hostile, while the bag has to be upgraded but still gives a low silhouette.
  10. Ayup. Seems logical, though I don't know if it's possible with the engine.
  11. Deuzerre

    Whole coast respawn

    That never happened to me... Well, people spawn in water too right? :P What I don't like is the concentration of spawn points in the south.
  12. Deuzerre

    An-2 Colt (Large Biplane)

    I summon thee, forgotten from first page thread, for your awesomeness to shine once again!
  13. Imaginative, aggressive, carebear, anti-carebear.
  14. Fake dead zed is good fun to add: You go get it's loot, and PEEKABOO! I'm not dead and I eat your face!
  15. Deuzerre

    Crouch running be gone!

    Frequent paintballer: Crouchrunning is life. I have thick legs now, but it's no more tiring than running. Just slower.
  16. NO/YES. I prefer subtle visible variations, but not only for PK. Not auditive (bad hearing).
  17. i actually had a similar concept that was erased due to a douchebag hacker. Basically, it worked on interactions. Someone new has a grey armband. Someone not interacting with other people, nor killing nor helping, would get "white" points and eventually get a white armband. "Lone wolf". Someone helping others (healing, staying around players for set periods of time...) would get green points and get a green (+ red cross) armband. "Sociable" Someone killing or wounding players would get black points and have a black armband. "Bandit" Someone killing bandits would get blue points. + combinations: A player with green + black would have had a purple armband and be a "Campfire bandit". A player with green + blue points would have a blue armband. "Wastelands Cop". It worked with a point system: +2 green, -1 black for a bandage/transfusion/painkillers on someone. +2 black, -2 blue for PK. +1 blue, -1 black for BK. +1 white for not wounding/killing/staying over 30 minutes in a 20m radius of players (for over 10 minutes). Etc... You got your "colour" after having over 8 points in a category. And a degradation of points over time.
  18. A higher survivability is not a proof of less murder on sight. I believe it's the proof that players just meet less often. Shooting on sight still happens, but people that are no PK fans have learned not to approach others. Basically: Long lives = less interactions (with non VOIP players).
  19. Deuzerre

    Remove suppressed weapons

    Sure, SD ammo should be down a bit so that there is at least 3 standard for 1 silenced. But removing them? Not too keen on that. Silenced pistols and 1 rare rifle, with rare ammo... Should be ok. (Adding bows and keeping crossbows would be cool too)
  20. Deuzerre

    Backpack slot. Alt to Classes/profession. V2.0

    LMG guys still have bags usually IRL. They still have to carry the ammo. Fair point though, but knowing which guy is the bandages carrier through seeing his/her backpack would have been neat.
  21. YES. Initial challenge upped, less grieving, completely different initial gameplay. This would be a major, welcome, and rage inducing change; (Over 20 words: Death means something)
  22. Deuzerre

    Safe lockers needed! (bank vaults)

    No. I'll develop. Death isn't really permanent as we can still go to our tents. What makes this risky is that the can be looted. Fixing the tent placement would be the solution. Not unbreakable vaults.
  23. Deuzerre

    Rough models for the green pouch items.

    Bumped to death? We shall.
  24. Deuzerre

    Electric and Natural lighting's V 4.0

    Oh, I finally saw: NVG, flashlight, GPS, etc... Yep, good thinking for all of those.
  25. Deuzerre

    DayZ "Class/Profession" System Idea

    I lost my memory but had the miraculous powers of instantly knowing how to shoot, know all firing drills, repairing cars and helicopters, hunt animals. Yeah... Seems legit. I don't want classes that evolve with life/level/xp. That's arbitrary. A random set of "bonus/malus" abilities though seems logical. even though those bonus/malus would also be sort of arbitrary, at least they are based on something. They wouldn't really have a direct effect on survivability, and there shouldn't be any bonus to accuracy and stuff, at least not on the most powerful weapons. There is a difference between individual skill (A player is better at shooting and the other one at driving) and experience/knowledge (A discreet hunter and a skilled medic).
×