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Leechman

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Everything posted by Leechman

  1. Leechman

    Type of shop

    No thank you.
  2. Leechman

    @ rocket: Humanity / Sanity issues

    A better option than the OP, but skin have been removed from being affect by humanity, so is not quite relevant anymore.
  3. Leechman

    Humanity..a way forward?

    No, OP. That is all I will say.
  4. You're misunderstanding the criteria I was suggesting. I'm not saying if someone shoots a few times within a minute. I'm talking about high amounts of shots - Rapid firing - in a short amount of time, a matter of seconds. This would then be further balanced for weapons and number of players. It would deter recklessness and inter-player gun battles.
  5. I don't believe one type of gameplay should be easier than the other. The game needs to increase the challenge that zombies pose, affecting the decision-making process for all players.
  6. Leechman

    @ rocket: Humanity / Sanity issues

    Once again, the issue with the "realism" of your suggestion is that there is no way you can predict a response that an individual person will have to committing such acts, especially in an extreme scenario such as this. Please consider the single-minded thinking you are employing. Comparing it to real life is poor reasoning. It is 'difficult' to take a life in this current time for 2 reasons: 1. Personal Morality or Needs 2. Social stigma and punishments Now in this scenario the second point is non-existent. There is no society for there to be stigma or punishments. The only thing making it difficult for a person to commit an act of violence is their personal morality or needs. The funny thing about this is how subjective it is. That is, it changes completely for each person and making gross, sweeping statements about how the majority of people would act is very poor reasoning. Don't try and make other people's lives worth more, instead make their decisions worth more.
  7. Leechman

    Making use of the Humanity System

    I'm not quite sure what that's in reference to. lol
  8. I agree that zombies need to be more threatening in order to challenge a player's decision-making. I disagree about zombies grabbing players or having a one-shot ability on lone players. Instead have them respond to actions that players may undertake. For Example: Spawn more zombies in an are if X shots have been fired in Y seconds. Increase aggro radius of gunfire if X shots have been fired in quick succession. Spawn zombies around players have have moved less than X metres in Y minutes.
  9. Leechman

    Making use of the Humanity System

    garrrrrr Don't punish peoples decision-making after they've made the decision. Challenge their decision-making BEFORE they make the decision. See what I mean http://dayzmod.com/forum/showthread.php?tid=1716
  10. Leechman

    Melee Weapons

    Other people have suggested this. Please use the search function in the future.
  11. Leechman

    [Suggestion] Night/Day Cycle

    Many, many people have had these ideas before, not just in this forum. You are aware of this, why post again? The system does not need to change. If you wish to play at daytime, but can't, go to different servers. 200 ping is not the end of the world. And for the record, I almost exclusively play at night time on my local servers. The ANZ servers that more often than not have no moonlight.
  12. Leechman

    @ rocket: Humanity / Sanity issues

    It's not just the extreme cases where people would not be affected by such things. It is not inconceivable that 'regular' people would be able to rationalise those courses of action and therefore not feel any adverse affects
  13. Leechman

    Water bottles vs. ponds solution

    As long as you've got all bases covered I'm sure they'll see it :)
  14. Leechman

    Making use of the Humanity System

    It's not nearly as bad as you think. There are currently 63356 characters alive, out of which there are 6631 bandits. Survivors severely outnumber bandits. If you have a bad experience with a bandit there are things you can do. You can try get revenge and hunt them down. You can change your play style (instead of hanging around the coast, go north; instead of always hitting the NW airfield, try checking out deer stands). You can switch servers. You can become a bandit yourself. There are only 2 things which can act as a 'solution' to the bandit 'problem': 1. People change their attitudes about the game, as well as how they perceive other players and the decision-making process 2. Zombies If you want to think up ideas about this topic, try and think how you can change 2 to impact on 1.
  15. Leechman

    Water bottles vs. ponds solution

    Try emailing the devs to get the word to them quicker? It could also be possible that they are working on something similar at the moment.
  16. Leechman

    Making use of the Humanity System

    I saw the word slightly the first time. The fact that there would be any effect at all is a bad thing. You're distinguishing one playstyle as 'good' and another as 'bad'. You say you don't want to punish bandits. But by effectively rewarding one playstyle over another, regardless of the degree to which it is done, you ARE punishing them. You brought up real life, and that what I was referring to. I'm not saying that everyone would choose the same option. Instead, try and realise that for many, open, free-handed co-operation would not be ideal, or even a possible line of behaviour. I was pointing out the fallacies in relating your idea to real life.
  17. I'm an explorer. I've been to every town and city on the map and all major locations. I have a couple of friends that I team up with from time to time and I usually act as a scout for our group. I've found and repaired vehicles, both with my group and as a solo player. I even managed to mostly repair a helicopter once (never got to fly it, server crashed). I'm not, nor have I ever been a bandit. The only player I've killed was my buddy accidentally in the middle of a zombie battle.
  18. Leechman

    Making use of the Humanity System

    I disagree with this idea completely. You're restricting freedom of player choice by unfairly impacting a section of the playerbase. Also, your system fails to account for players who accidentally get forced into a low humanity state as well as those who wish to switch from low humanity to high humanity. Saying what would happen in a scenario such as this is naive. Just because you believe you would prefer co-operation does not mean all others would and such reasoning is poor.
  19. Leechman

    @ rocket: Humanity / Sanity issues

    The issue with the "realism" of your suggestion is that there is no way you can predict a response that an individual person will have to committing such acts, especially in an extreme scenario such as this. Basing it completely off humanity imposes a set of rules into the game that direct peoples actions. More importantly it unfairly impairs the players who (whether by choice or not) engage in such a lifestyle. I'd be happy to see mental effects in game, but base it off supernatural elements, similar to most lovecraft-based games (to use your analogy). For example, players killing X zombies in Y seconds, or a player who is below a certain amount of blood, or have a chance on zombie hit to trigger a traumatic response. If you're imposing effects on gameplay, do it before the choice is made using the most useful tool in the game, zombies.
  20. Leechman

    Water bottles vs. ponds solution

    Nice work. Would like to see this little bug fixed
  21. Leechman

    Insanity system

    Many people have suggested Insanity or hallucination systems. Please use the search function.
  22. I can't imagine it's high on the list of priorities.
  23. Leechman

    Be warned when a player spawn around you

    Other people have come up with this idea before. Please use the search function before posting.
  24. Leechman

    Make the game less realistic!

    0/10 10char
  25. Leechman

    Many more working vehicles

    I think the number of vehicles is limited purely as a gameplay mechanic. There are times when 'realism' need to be limited to create a fun and authentic experience.
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