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Everything posted by Deuzerre
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DayZ "Class/Profession" System Idea
Deuzerre replied to smokeshadows's topic in DayZ Mod Suggestions
"Before game professions" are a good idea, though I think there should be only one passive/profession, and no "evolving", and possibly a tradeoff. Like a cook would have slightly added benefits from cooked food, but run slightly slower. A sportsman would catch his breath faster, but consume more food (like in real life by the way). A hunter would be able to move more silently, but more slowly (apart from running). A paramedic would heal more with transfusions, but have less health. A nurse would be faster at bandaging, but suffer from pain a lot more. A cop would be more accurate with pistols, but be easier to hear for zeds. A soldier would aim faster, but drink more water. Things like that. Things that don't unbalance the game, have a tradeoff. -
Survivor -> PTFO ... Bandit -> Make "O" meet their Play Style
Deuzerre replied to DadisAjax's topic in DayZ Mod Suggestions
It would be a bonus/malus for gameplay, and I'mm no fan of that. Reduced availability of ammo and/or a discreet visual clue, but not as black and white as the bandit skin, something more subtle like some different colour decorations you'd have to approach to see, that would give a clue but not tell what alliegance you are. had an ongoing thread about coloured armbands but not in the mood to redo it after that douchebag hacked the servers. -
In the options for weapons, at least one should be "No makarov, x2 mag", an other should be "Makarov, no mag", and the last one be "Nothing". Now these are odds. Otherwise the medical bit seems too important most of the time. Over a total of 4 supplies would be too big. Rest is fine (also love Czech pouch).
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An alternative for the 13) would be to have a mouseover town names like some servers have player names when looking at sign posts
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Soda cans shouldn't refill the thirst completely, as they aren't really what I'd like to drink in priority when tirsty. It shouldn't be as efficient as clean water at least. Something like 2/3 or half of the thirst is cleared, but not to full. As a compensation, it should very slightly regenerate blood. Nothing really noticeable, but just a little bit, to represent the sugar. Does this seem logical to you?
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Electric and Natural lighting's V 4.0
Deuzerre replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
To further what i was thinking by the way, (and a shameless bump, i love the idea) I think all lights should flicker at the same time, not just the ones in the outskirts. It's how electricity works! For the blue generators as you call them, I still think they should have a preset area to feed. Flipping a switch is going to light predetermined lights. Same for a generator. i believe that only street lamps should work though, and if you want to get in houses in a lit area you'll still need your blowtorch. yeah, the portable generators are more of a handicap. What I was saying is that, whatever the way you bring them, they'll still be inferior to throwing red lights in the streets: Quite a hassle. And I don't htink they'd be that useful anyway, even for organised groups, apart from a way to draw zeds around. -
Cross bow with backpack mechanics
Deuzerre replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
I love all about crafting. I think crafting BOWS would be a great thing for example. Imagine spawning with an axe but no gun and having to chop the wood to bake the bow and arrows. Using a rope you could otherwise use for traps and stuff. Survivalist style. Craftable bolts would really add a layer to the game, especially if they were different than steel ones. Like they would systematically cause bleeding on humans. -
Cross bow with backpack mechanics
Deuzerre replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
There was a topic a while back about making quivers. But it's true I completely forgot about retrieving when i said they might need to be 3 or 5/ quiver ... Making the ammo a bit easier to find but unretrievable might do the trick, as well as your "make your own" system. Allowing the stacking of certain items, like the bolts, would be great. Most items though, nope. -
Electric and Natural lighting's V 4.0
Deuzerre replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
Regarding 2.5: It's strange how the scrap is little compared to the consumption for a big thing like that. A bigger initial need, but a smaller maintenance (Like 4/3 hours) would be, in my opinion, better. For the "attracts lots of zombies", I was thinking of a big amount of zeds spawning in the closest covers in packs and approaching preset paths, charging in when they see someone. This would make a mini event for repairing. Random packs of 5 would appear nearby after the initial wave has been defeated and approach. For town generators, I think that 15 minutes is a bit small for a full jerry. it isn't a high enough "reward" for the work needed. A bigger town like Cherno might need two town generators, like half of the map with one generator. Or one for the docks. Things like that. Still, I think a jerry should feed for at least half an hour. That's kind of the time needed to clear a whole town. i don't think those should have a radius, but a predetermined area it is connected to. Not really fond of the portable generators, or they should be kind of like a vehicle, except it slows the character. Sort of like the bikes: You drag it. These still make a big amount of noise. For the bother though, they are less efficient than road flares though, so I don't know... -
It's not curious, it's "attracted but not hostile". Like a dog turning it's head at an unidentified sound.
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Looks like some people calling others retarded and "It goes against what Rocket Said!" have been proven wrong.
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For the Love of All That Is Crossbows: QUIVERS
Deuzerre replied to Time Glitch's topic in DayZ Mod Suggestions
Signed. If they were 3 to 5 shots "magazines" (quivers) it should work. -
Electric and Natural lighting's V 4.0
Deuzerre replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
Signed. Though I think the small "blue" should feed for a night with one jerry can, and power plants would require a lot of work. Simplifying to "No maintenance except fuel/coal/whatever" and the initial repair would be nice. Also, I want to fight zeds, under a stormy night, in a small village with flickering lights. -
Banditry is legit. Just as any other form of gameplay. I love the fact that some people just want to kill. I don't like the current "Kill or be killed".
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Right now, no one gets attached to his/her avatar. But if there was less of a pvp motivation, this kind of feature would be nice. A "surrender" stance I mean. Dropping everything, I'm no big fan. But surrendering should be an option. I remember seeing a video of a guy doing this in his bandit skin. He was a highway robber. if the guy didn't obey, he would kill him, but otherwise leave him alive and not waste a round.
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I thought the OP meant the houses were "safe neutral areas" while tents would be "dangerous areas". Going in a closed house to disconnect safely. Going in a tent to disconnect with a chance for your char to catch a cold, things like that; If the disconnect isn't in a "safe" area, then there could be very bad events. If it is as I describe: Signed.
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Reduce amount of weapons, encourage teamplay
Deuzerre replied to Kogru's topic in DayZ Mod Suggestions
No weapon at start would be great. Would double the mortality rate against zombies though as you'd have to crawl around in towns to get your first lousy weapon. In the same idea, having the smallest backpack (isn't it the czetch vest?) as first bag would be great, as the starting one is too good for a newborn survivor. I'm not for reducing military grade weapons too much but their ammo quite a lot. Ammo as a rare resource, but the weapons still "acceptably" common would be nice, as you'd be torn between a good gun with rare ammunition or a common gun with quite frequent ammo. For drinking water, there are pills in real life that should be used. Drinking from soda cans though should be safe. -
DayZ the game. What do you guys think?
Deuzerre replied to iashford's topic in DayZ Mod General Discussion
I'd love a cold war ear. The reasons are rather simple: - High tech is rather limited. It's an interesting period where many of the things that are common nowadays were really rare. No GPS and stuff, more gritty. Night vison was limited, things like that. - Weapons looked better and different. - Still rather unused compared to the overused WW2 setting. - Can be on many different places. The country could be an eastern, ex USSR setting, that would represent the availability of the weapons, and add a more "unique" feel to it. Or a big island like Malta. For the features: We still haven't seen what the Alpha has to offer, so I don't really know. I'd love to have more realistic things (Weapon jam, per bullet ammo count, etc...) without not so useful features (fever...), maybe a F2P clothes shop for people to change their looks at respawn but absolutely not a monthly fee (god no!) while still paying for the retail version. I hope there WON'T be any funky zombies like in L4D. For the moment, they remained "human" and that's great. Big hulks of flesh are just making me feel like it's a game, and not a post apocalyptic experience. It doesn't feel as "possible" than your standard walker, brainbugged monkey, or crawler. Other behaviours could be added though, like "fake dead" that say "oh hai der" when you get close to loot them. Also, a real morality/humanity system that's more thought of than the bandits skin. Varied interactions by making it a harder decision to kill someone is what is needed right now. -
Same. I like the "clickclick clickclick" you see in "the longest day" ww2 film. The noise is quite easy to recognise, but not too loud.
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Top 3 Bugs you want fixed, Top 3 Features you want added
Deuzerre replied to caddrel's topic in DayZ Mod General Discussion
Bugs/exploits: - Server hopping - Walkers spawning close to players - Walkers pathing. Additions: - Automatc weapons jam - "Fortifications" (including traps) - Revamped humanity system. -
This made me want to re-try to learn morse. By the way, when linking the dots, have you tried checking the intersections of the lines? http://i.imgur.com/XZCSN.jpg Especially the one where three lines cross one another.
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So, there are sandbags as an über-rare drop. There used to be wired fencing post 1.7 as far as I know. Could we add additional things like it? Like those cammo nettings above head, hurting and slowing barbed wire, door blocking, the usual traps discussion, caltrops or spike strips, dragon teeth or czetch hedgehogs to blockade roads... It might be an interesting feature for organised groups that want to defend an area or like in that conversation about a trading post in general discussion.
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Petition to add the Mosin Nagant to Day Z
Deuzerre replied to Kophka's topic in DayZ Mod Suggestions
If it replaced the enfield (setting)... Signed. -
[IDEA] Wanted/Missing/Information Posters
Deuzerre replied to trifecta's topic in DayZ Mod Suggestions
Good idea, but should be some sort of automatic thing. As it's already hard finding a specific guy, this wouldn't change much, but would be interesting. The "Top bandits" could be listed. And the other way round: Do gooders that kill too many bandits would be blacklisted.