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3rdparty

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Everything posted by 3rdparty

  1. 3rdparty

    Just disable respawn and be done with it

    Pretty computer illiterate and did not know that, but just another reason to do so. Im sure its not been dealt with because its on a to do list the length of a life times supply of elephant toilet paper. But if its affecting performance, surely itd be higher than usual. Is it that hard to disable?
  2. 3rdparty

    Just disable respawn and be done with it

    err perhaps you meant to post here, http://dayzmod.com/forum/index.php?/topic/8296-add-a-sexual-anxiety-meter/page__hl__+sexual%20+anxiety__st__200 but couldnt.
  3. To be honest that would be an interesting solution to some of the issues raised on this thread BossFi - http://dayzmod.com/forum/index.php?/topic/23055-i-got-a-train-to-catch/page__hl__coal#entry227505 XD
  4. 3rdparty

    Just disable respawn and be done with it

    I know, i bumped one myself, unfortunately due to human psychology, peeps like to bounce around threads as easily as they skip the words in them. Simple enough. Disable respawn.
  5. 3rdparty

    Just disable respawn and be done with it

    Well for one, your meta gaming to know where your friends location is. secondly because its used to have "easier" starts. thirdly it accumulates bias populations. and fourthly because this game is not meant to be giving you a helping hand anywhere.
  6. 3rdparty

    Just disable respawn and be done with it

    well I only really play Day Z so i dunno if the respawn button is an issue for anything other than DayZ, so why would i post it there?
  7. + 1 like loot cycling and reloading clips by switching them between gun functions. Taboo exploits.
  8. AND in interactions/options; that shaft mine idea is pretty cool, but there would have to be a reason for peeps to wanna go down there other than preping a base, too easy to sabotage peeps and leave characters/equipment there for ages. Its not that i dislike this scenario, but if a group used fuel to get the mine shaft working, and get coal out, the pay off for that could be a self sustainable area if coal could generate electrcity XD Was just thinking of a using the electric grid to power a water purifier XD If increased likely hood of illness is attached to ponds/water reserves, ive seen it discussed before.
  9. Cool, tbh though i wasnt even thinking of over a dozen underground areas XD, maybe basements but over 2 dozen underground locations would be siiiiiiick! Well what i think is important (with any sandbox game) is variation, id hope by the time its stand alone that the entire map is unique in shape and skin in environment, building and location. AND in interactions/options; that shaft mine idea is pretty cool, but there would have to be a reason for peeps to wanna go down there other than preping a base, too easy to sabotage peeps and leave characters/equipment there for ages. Its not that i dislike this scenario, but if a group used fuel to get the mine shaft working, and get coal out, the pay off for that could be a self sustainable area if coal could generate electrcity XD
  10. You do realize i mentioned this you benign waste of organic opinion? Please read at least the whole opening post on a thread before posting. Really you dont like the idea of generating power? Or just the coal option? Maybe, but a single coal mine would provide an interesting location. Especially if groups of peeps can establish themselves on servers and possibly fight for control over the location. To me the idea is more looking at the game as if it was one where groups of peeps have settled on servers, and is providing a possible alternative for power for small groups, if one group is overly dominating a server or fuel locations. Mines would be much easier to defened for smaller groups than gas stations, fuel depots requiring more organised groups. + seeing as it would be a more inefficient power source, it wouldnt be of as much interest to larger, heavily organised groups. Unless they complete dominate the entire server that is :S
  11. 3rdparty

    Poll: should DayZ have classes?

    BLeh i think too many peeps expect its closer to "reality" to be spawned from a mass orgy speaheaded and spitroasted by Ray Mears, Bear Grylls, Gregory House and Nikola Tesla. Rather than being average joe bloggs with his one sole trade to offer. (If there were classes, peeps should be able to learn other skills whilst being in the proximity of someone using those skills) Sorry lone wolves, you can have a survival class, but i wouldnt give you an encylopedic brain too.
  12. 3rdparty

    Players going insane on too many player kills

    meh, more american soldiers who served in vietnam have committed suicide then died in it, same goes for korea, and same goes for falklands war (UK war). I think insanity is something that needs to be considered in this game, very carefully, and i dont think it should be a consistent degenerating hinderance (ie what mental illness is), but i think momentary lapses would be an interesting addition to ze game, if not because of murder. Maybe because of the complete breakdown of your entire life and civilisation. Maybe even if that panic was expanded more, you already hear your characeter wimpering if low on blood and being chased by zeds.
  13. 3rdparty

    Forum: Do Not Suggest List

    +1 Should be less repetition now that the search function has been improved. i Hope :S
  14. 3rdparty

    Players going insane on too many player kills

    lol there is no original idea, just mountains of lost ones. I understand your frustration, but i aint gonna bother fighting against tens of thousands of new players suggestions. JUst click on em to see if something diff mechanic is being suggested.... which it rarely isnt :( although Tbh now that theyve sorted this forum out, searching is alot easier.
  15. 3rdparty

    Poll: should DayZ have classes?

    I am more keen on a class system, but i think it has to be considered and experimented with VERY carefully. Dont want to completely cut off the possibility of special actions for lone wolves (as they are an important part of the game), but at the same time not everyone should be fluent in repairing vehciles/transfusing-blood/cooking/killing. I think having classes would solve some of the PvP issues peeps have (i.e create more reason to coopearte amongst strangers). And wouldnt completely annihilate the lone wolf population but i admit would reduce it down. However to all the lone wolves out there who have a problem with this, they simply have no conception of how difficult it is to live (not including acquring the skills) a solitary life in the wilderness, go watch Into the Wild for a example of a nieve lone 'flower' fucking it all up on a broken bus in the middle of nowhere (quite a nice anology really). To have extra skills in medical treatement, and vehicle rapairs let alone any other extra features and mechanics this game might introduce, is fucking stupid. Too many ghillie gimps out there thinking theyve tamed this ALPHA, without realising the benefits/drawbacks of all styles of gameplay are no where near completion.
  16. 3rdparty

    Players going insane on too many player kills

    Peeps younger than that serving in IRaq/afghanistan I doubt you would get an open critical answer on soldiering from someone who served in the military on this forum, (ie a mod for a hardcore military simulator). Even less likely will there will be talk on the mental affects, bit of a taboo. Even though the most unknown controversy of iraq/afghanistan will be the soldier suicide rate that outstrips the number that actually died there. PTSD is hard to predict in causation, relapse and affects. And is incredibly personally specific. Very hard to implement.
  17. 3rdparty

    Players going insane on too many player kills

    OK this topic has been repeated throughout the forums for so long now, i jsut wanna out line the reasons why I think this would be difficult to implement. Reasons For: Diproportionate amount of psychopathic behaviour Spawn Killers The understanding of the emotional impact of murder Reasons Against: Free sandbox environment, in which coding/bugs are not being exploited or hacked. Its a choice of gameplay. It will progressively hinder advanced/lucky players whove managed to survive for a very long time and have only had to kill out of survival and circumstance (ie havnt gone out hunting people) The main reason however is that PTSD is not a fully understood condition in terms of causation and relapse. People accumulate it at much different rates to others even if they are goingthrough the same experience. Simulating something that is so personally specfic and not fully understood will be very fuckign hard. Personally I would like to see some kind of insanity affects added, but would be perfectly fine and would understand if they left them out. Maybe if a survivor/bandit committed a massacre (kills so many peeps in such n such a time limit) there could be a mental limit mechanic that would force them to retreat and calm down/deal with what theyve done. But if this was introduced I would hope that this effect would be minimised in bandits as they continued massacres (i.e normalising themselves to it). But so far, i really havnt seen an idea i feel comfortable with for long term insanity mechanics. No Sir ee
  18. 3rdparty

    Make boats useful

    my major problem with boats is dc'ing, disconnecting/dysncing in a boat and ending up in the sea needs to be treated like ending up in debug plains/forest
  19. 3rdparty

    You know you play DayZ too much...

    when you wake up still holding down w :S
  20. 3rdparty

    Electric and Natural lighting's V 4.0

    guess coal would give an excuse to open up a different kind of underground area, aswell as making just an area of interest/source of negotiation power if groups controlled the mines.
  21. 3rdparty

    Electric and Natural lighting's V 4.0

    GHosting will be sorted eventually, there is no way the entire concept of dayZ could work as a fully fledged game whilst ghosting was still an issue. (it is still in alpha)
  22. 3rdparty

    Electric and Natural lighting's V 4.0

    lol i knoooow, i cringed a bit after i realised how much id wrote, (actually tried to cut it down a bit :s). LAst night i had a completely unrelated random thought whilst crashing an ATV into a tree. Its annoying when ye get vehicles stolen from you after hiding them away, or making brief stops, and how much more useful having keys to a vehicle would be, whilst recognizing how many peeps would then be prevented from driving. Unless that electric toolkit was also used for hotwiring a vehicle. The idea kind of lost momentum a bit when I realised how easy it CAN BE (if you know what your doing) to hot wire a car, maybe it could help speed up the process of hot wiring or other simple elec activities or be essential for hot wiring a helicopter. But it could add potential functions for an "e-kit".
  23. 3rdparty

    Electric and Natural lighting's V 4.0

    BLeh, cant believe I spat that out at 10 in ze morning last night, knowing these forums i had ze foresight to copy and paste before i posted it, just as update and forums were being repaired :s
  24. 3rdparty

    Electric and Natural lighting's V 4.0

    Certainly on my survival check-list XD I kind of meant plausible devices (whatever they may be :s)' date=' i mean if the game holds onto sandbox features whilst exploring several different features of activities/interactions; so as examples including other threads ive come across, moding vehicles/weapons/skins(clothes), establishing and fortifying bases, foraging/bush-craft(survivalist creativity); with the intention of pushing sandbox interaction, it might also be the basics for exploring with economic mechanics. So the basics of what i was thinking were simple repairs to radio/gps/torch/vehicle radios(this would be along the lines of similar principles with weapon repairs, if included :s) The remote laptop device mentioned earlier (dunno whether by OP) also could be a very delicate rare item, which could be vulnerable in a fire fight, but repairable in an organized group. Expanding it further for the sake of sandbox, it could also include possible repairs to street lights/inner building lights(when/if buildings are opened up in arma 3 XD). An assortment of items could possibly create a sort of security(NV) camera to look over approaches to established organized settlements, aswell as the equipment for receiving visual feed created and established somewhere in the base (computers stripped from offices/schools). The camera could also possibly be worked in conjunction with one of the radio towers for distant observations of positions of interest (whatever that clans p.o.i might be) If bases were set up around airfields, maybe mechanics could be developed around utilizing the radar system in the ac towers? Which advanced groups who wanna monitor the (mist)hordes XD plan movements/retreats/evasion-tactics/camp lock-down tactics/ or a rid-the-world-of-zeds-campaign. Or maybe make the whole process even more of a challenge and make survivors de-construct the equipment and haul it back to base (along the lines of suggestions for stripping damaged vehicles for parts) http://dayzmod.com/forum/index.php?/topic/25101-airborne-virus-v35/page__hl__%2Bairborne+%2Bvirus (If the mist was really damaging, advanced groups could of stripped medical equipment from hospitals to deal with those suffering the affects, helping new players to interact with the established DayZ community, and giving a risky dilemma to lone wolves and small groups on whether to approach and if they will need to offer/do anything for treatment XD) lol if (severe) environmental effects were considered more seriously you could even construct a small portable wind generator http://inhabitat.com...e-wind-turbine/ that'd be lighter and quieter than the portable fuel generator, but more unpredictable/vulnerable to changing weather. I dunno, like i said before im not sure on what the electric kit could serve for devices, maybe it would be purely for larger more complex arrangements repaired with a catalogue of various electrical components, mirroring the same mechanics to vehicles and their associated universal used items. But the sandbox element combined with the challenge of hauling and combining rare equipment/components/items could explore options for a basic economic interaction between established groups and small groups/survivors wishing to use facilities/equipment. Alot of this also depends on whether clans/groups could establish well fortified permanent bases without them being spit roasted by exploits/hacks as ive seen in game very large groups and large assortments of items/vehicles/perma-fixtures be destroyed by ghosters (or even a well placed sniper considering what cherno/electro looks like lit up with flares let alone street lights)
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