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todd10k

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About todd10k

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    Helicopter Hunter
  1. todd10k

    The weakest thing you can do

    So let me get this straight. You handcuff him for "fun", you steal his ammo without permission, then you threaten to kick from from the TS which he was probably invited to, by you or one of your members, and then you kill him because he "wouldn't listen". You are the bad guy in this situation. You shouldn't have restrained him, you most certainly should not have taken his stuff without permission and then when he gets upset by this, which is far more reasonable than i would have been in that situation, you kill him. I'd have put a bullet in your fucking head without so much as a word. You, my friend, need to take a step back and look at your own behaviour, if you can't understand why he's upset.
  2. todd10k

    0.54 Issues

    Rolling back now would be more painful than simply grinning and bearing it, and awaiting a hotfix. Have some patience, for fucks sake.
  3. todd10k

    Remove In-game Player List

    gonna have to side with the no, and here's why: It's a tool used by admins to find hackers on their server, and without a replacement, it'll cause even more mayhem. Replace it with a valid admin interface, then i'll add my vote to the yes pile. Till then, i'm at no.
  4. todd10k

    Graphic deaths

    I think you guys are missing the point of my post. The point of the post ( and i do realise you're responding to another poster) was not to suggest a guilt status ala project zomboid, but rather create the guilt status in the mind of the player behind the keyboard. Maybe they'll think twice before pulling the trigger, as they just don't have it in them to inflict that kind of mental trauma to themselves. While i absolutely love how project zomboid implemented those mechanics into their game, they just don't fit into DayZ. DayZ is one of the few games (read: only ) to trigger my flight or fight response on a regular basis. 2 Years on from that first encounter with another player and my adrenal gland is still going 90 when i hear that crack above my head. It's on it's last legs by now i reckon. Theres zero other games out there that can do this, so we need more mechanics ingame that play on our own inbuilt processes.I think this is one of them, and for me, these processes are one of the reasons why i've logged as much time as i have ingame.
  5. todd10k

    New 1:1 Mouse Controls are not good for the game

    except he cant, you still cannot move faster than you could in the last patch, you can however get your mouse to where it needs to be to deliver the shot once your character catches up. Nothing about speed has changed, only the level of precision.
  6. todd10k

    If you use Xpadder

    [insert comment on how using a joypad for dayz SA is the equivalent of getting a sex change to become a lesbian]
  7. This is not a suggestion, merely a discussion on the sliver of an idea that i had. Before we begin i must stress I do not at any point consider this to be an even basically functional idea, this is more a thought experiment with the rest of you than anything else. The logistics of it are really out there in terms of the engine, the dynamics of the game would change at a fundamental level, the idea behind DayZ would be changed completely. I must also stress that this would never be able to work on the main hive. It' not something that would ever be implimented by any sane developer and/or person. Anyways, families. In brief: Male and female survivors come together to create families. These families bear offspring ( Stick with me on this, it's not going where you think it's going ), these offspring are your next spawn life. When you die you take the role of your son/daughter. Your sons and daughters then have their own families, and so on. What could this add to DayZ? This could be tied into the survival mechanic, you now have an objective to accomplish. You must provide your family with food, shelter, protection from the world around them. You must protect your woman as she carries your child, and you must protect your homestead from zombies and other players. But how can one man protect his home and still go scavenging/hunting? He can't. What about when you're logged out? As the human experience grows with DayZ, people naturally group together for protection and trade into basic towns and fortifications. The beginning of civilization. What happens if your family is butchered? You'd have to start over again. but what about that one little lost girl, hiding in the woods? Now she's got a score to settle, to avenge her family. Haha, yeah i can't believe i'm writing this either. Beans to the first man who suggests this as "The sims: DayZ"
  8. todd10k

    Graphic deaths

    Agreed, but up to a point. What makes us human is the unique, the imperfect, the emotion, the spark of life, and of course, the inevitable end. This thread is only talking about one of these points. As i said, it's not the holy grail of KoS, but it's a step in the right direction.
  9. todd10k

    Graphic deaths

    Yes, this is why i stressed the point about not simply going unconscious when getting shot, as you will be disabled but still able to communicate.
  10. todd10k

    Graphic deaths

    So how would one push this idea forward for inspection by the devs then? It seems most people seem to like the idea, so who needs to review this?
  11. todd10k

    Graphic deaths

    You do have to go find anti depressants, but it's you yourself getting up away from your computer to go to the cabinet for the 6th valium of the day. ;) Cheers :) Possibly. DayZ induced PTSD, anyone?
  12. todd10k

    Graphic deaths

    This is a serious topic for serious debate. tl;dr player kills should effect the player on a psychological level, to the point where the killing is so reprehensible that it becomes unbearable. Below is one way this could be accomplished. I don't believe this to be the holy grail that will stop people KoSing on sight, but i believe that this, combined with other "disincentives" would add another level to it. KoS exists in this game for many, many different factors. I believe one of them is how "clean" killing is in this game. When you shoot someone, a small stream of blood comes out and the player drops to the ground, either unconscious or dead. There is no screaming, no shouting, no screams of agony, no desperate pleas for mercy, no instinct to protect the head with wild flailing, no death rattle, no gore, no pool of blood, no dead silence (Only the fucking wind constantly blowing. Another suggestion: sort out the weather.). nothing that makes the death you have just inflicted last beyond when you hide the body after dropping the loot. Half the reason why KoS is so prevalent is because when you shoot someone, you're shooting pixels on the screen, moving around. We need to make Murder more human, and less humane. ( Yes i'm grinning too at that statement, but hear me out ) Killing is something that is gruesome, messy, it sticks with you. You've just ended another human beings life, you see their faces in the night, you re-live it over and over, it's something that changes you, you're a different person than the one that entered the fray. We need to create psychological effects in the mind of the player, not the character. The character is a tool designed to convey the presence of the player into the gameworld. Suggestions for things like insanity for players that kill constantly are steps in the right direction, but i believe that DayZs greatest strength lies in it's ability to invoke the players flight or fight response. Whenever i get shot at and missed, i feel ALIVE. My heart is pumping, my muscles tense, my breathing heavy. I'm ready for you, sniper on the hill. And i'm coming for you. THAT is the quintessential DayZ experience. That is the human experience. When the shooting is over, the body of your opponent limps, face down in the dirt, a lifeless, non human shell full of goodies. It's nothing more than any chest or drop in WoW. But what if that loot drop was talking to you, begging you not to shoot it anymore? What if characters involuntarily rolled around in agony on the ground as their bodies are wracked with pain from the multiple lacerations to their flesh. What if, when you're looting them, they're staring into your eyes pleading with you not to pull the trigger. What if when you're looting them, you get blood on your hands. It won't wash off. It's all over you, you had to kneel down in the pool of it to get that new shiny m4a1. What about the pieces of gore and blood now mixed in with that sack of potatoes you looted from the last player you shot? Player deaths should produce gore over surfaces behind the player when shot. Downed players should not immediately go unconscious. Downed players should be able to move around, continue speaking, to beg for their life. If the player has been in a firefight for over X amount of seconds ( determined by balance testing ), their character should be having an adrenaline rush. A character who is shot while experiencing this adrenaline rush would not immediately go unconscious when shot. Once the effects of the adrenaline wear off, the player would then go unconscious. Players would be able to bandage to prevent further blood loss, unless broken arms prevent it ( Unless balance testing proves this to be detrimental to play. The idea here is to improve the experience of death for the player, on both sides of the business end of your mosin). Players should be able to remain conscious, lying on their back while heavily injured, unless they have a critical injury like a headshot or a shot directly to the heart, etc. This gives the player the time they might need to beg for their life. Players who survive such encounters would feel most fortunate indeed. Player characters should scream when mortally wounded, cries to god for help, blood curdling agonising screams, grown men crying for their mothers, death rattles, rolling around spraying blood all over the place, entrails and organs protruding from open wounds. Think horror movie type stuff. The more unsettling the better. Player kills should affect the player administering the killing on a psychological level. Enough to the point that the player will hesitate to shoot based solely on the fact that they do not wish to witness such barbarism up close and personal, never mind the fact that they are the ones administering such evil upon another player. I hope you guys can keep an open mind about this idea. Obviously i haven't thought of everything and the idea has a long way to go before it could become something usable in game. I know to some this may seem a step too far and might make the game seem too jarring, even sadistic. That is not my intention. As it stands, i think nothing of dispatching another player because they're just not human to me. Thank you for reading.
  13. todd10k

    Fantastic news wind will affect bullets

    Why not just allow the character to grab a handful of grass and drop it to the ground to estimate windspeed?
  14. todd10k

    Mouse acceleration = NO!

    Having my character do on screen what i have asked it to do with my mouse is not turning DayZ into a CoD clone. There's a tendency in this community to spout "LoL Go baek to cod noobz". I don't like it. What the OP is proposing makes sense. Having input lag ruins gameplay experience. I've been playing FPS games for over 15 years, and the thought of introducing input lag into the game, in some half hearted effort to simulate reaction times, or, to be honest, for any reason whatsoever makes my hair stand on end. I've spent alot of time playing FPS games and my reaction times and ability to land the shot are testament to this, why penalize that?
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