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Everything posted by todd10k
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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.
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Rolling back now would be more painful than simply grinning and bearing it, and awaiting a hotfix. Have some patience, for fucks sake.
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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.
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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.
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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.
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New 1:1 Mouse Controls are not good for the game
todd10k replied to tatchell (DayZ)'s topic in General Discussion
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. -
[insert comment on how using a joypad for dayz SA is the equivalent of getting a sex change to become a lesbian]
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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"
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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.
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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.
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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?
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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?
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Why not just allow the character to grab a handful of grass and drop it to the ground to estimate windspeed?
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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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Simple idea really, randomly spawned on map start, these zombies lie in wait in tall grass in the countryside, watching, waiting. They are spread out over a large area, 50-300 meters. Hundreds of them. They wait for you to enter the "trap", once you reach the middle, screams echo around you. 100 zombies suddenly stand up and your ttsko pants go from worn to ruined in an instant. Now it's fightin time, and something tells me your machete isnt going to do the trick. Theres too many of them around me, ohh god help they're on top of meeeeeeeeeEEEEEEEEEEEEEE AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH OHH GODDDDDDDDDDDDDDDDDDDDDDDDDDDDDD You get the idea, zombie traps, you enter, they stand up, you're surrounded and you fight to the death. Yours, or theirs. Discuss
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vote me up if you like :) http://www.reddit.com/r/dayz/comments/1zrdaz/suggestion_zombie_horde_traps/
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Those doors on the right hand side can be shot through by a mosin, btw. Any glitcher can shoot you through the door frame as you enter the building. Worth noting however that you may also return fire. Always check the jail building by going to the outer wall, either in the "cubby hole" or the outer wall (Exposing yourself to olsha hill and the multitude snipers )and check for glitchers. If anyone's in the lower room, spray the fuck out of the door as you enter, or get a friend to supress the door for you. Then glitch into the top room above them. go to the corner of the room furthest from the glitch spot and prone into the wall, so your legs are sticking through the outer wall at the west end of the jail. Use a mosin to kill the player below. Works everytime. Devs, please create rooms for these buildings. If there's nothing to glitch into the problem becomes moot.
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Loot farming server owners, and why the server browser is to blame
todd10k posted a topic in General Discussion
Just joined a random server on the list, didn't pay much attention to the name. Joined up, ran to the construction yard near berenzino, and was amazed at the amount of loot around the place. Almost all spots had something in them. In 2 minutes i had found a hunting backpack, SKS, ammo box. Quite good eh? But then i was swiftly kicked. Now you may be thinking, why not report the server? I don't remember the server, didn't pay attention to the name when i joined ( And to be frank, why should i have to? We have steam friends to help my friends join, so why would i even bother learning a useless piece of info that i'll never need? ). So, i checked my history tab to see if i could jolt my memory, no dice. The tab is a mess of servers, only organised by who responds to the ping query first. It needs to be fixed. There needs to be some way of organising servers by chronological order of what you last joined. Would help immensely with the reporting of these absolute assholes who abuse the architecture of the game.- 29 replies
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Will stealth crawling make a return in the retail version?
todd10k replied to alleycat's topic in General Discussion
+1 for this, had forgotten about it a bit too :) -
time character has survived * kills * times shot and survived * amount of time spent in large cities = score Can use GUID to bind your character to your forum account for display in your signature. Would add a new layer of competitiveness to the game while also giving value to life. You'd be more likely to surrender in a combat situation if you knew you had a good score and you didn't want to catch a bullet to the head. You'd also be more likely to not engage in combat unless absolutely nessicary. Discuss.
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So you're telling me with something to lose beyond the gear, you're not going to be more likely to surrender, rather than "going down guns blazing"?
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I completely disagree. If anything it gives you pause before you pull the trigger. guaranteed if this system was implemented, you would see a dramatic fall in KoS.
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Tell that to the people feeding you disinfectant after they handcuff you. Edit - This entire threads point is to get people off the gear addict mentality. The whole point is to get them thinking about other players as something other than moving gear restock points.
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Your "proposal" would have a long and lasting effect on the very nature of the game. My proposal would have zero net effect on gameplay. The idea here is to change the mindset of the KOS player. and that is where the real battleground lies. Fact of the matter is, you people would have this turn into another time grind ala WoW. This proposal would be anything but. The same kinds of people who go around shooting people on sight are the same people who care about shit like this. this would change the nature of combat without so much as adding a new button.