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thirdrd0@gmail.com
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Posts posted by thirdrd0@gmail.com
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> i was thinking and instead of catching an illness due to whatever reason' date=' what if [u']everyone spawned with an infection, this would be the the beginning of the end!
* exactly like the way you have to keep yourself topped up on food/water/blood.. (eg an image in the bottom right for your infection level, like the one you have for food/water/blood..) now how about you gotta keep an eye on that infection too, this shouldnt be that hard to code into the mod?
* medication/antibiotics/herbs etc would lower your infection, however over a time period of say 1 hour, your infection goes up a little.. eating/drinking contaminated food/water will raise your infection level, additionally each time you are hit by a zombie, your infection goes up a little too..
* the symptoms would be what others have suggested - coughing, sneezing, blackout/fainting and then eventually dying..
this would make the infection another key factor of the game.. I WANT DRUGS NOW! xD
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> what i would also like to see is when a player dies - his body then becomes a zombie :rolleyes:
I don't know... This idea isn't bad, and it makes sense in some way - it's a dirty world and we're all doomed, yeah. But look at the leaderboards. 1st in the Longest Survive section is 55h 36m. Which means that even now, without any illnesses or any of the suggestions given by us in this thread and many similar ones we're completely unable to survive for 3 days. We're pretty doomed already, IMO. I suggested illnesses to add 1) a challenge, 2) realism and immersion and 3) new ways of strategic thinking. If you're able to prevent illness how much risk will you take to do it? Will you set up a camp and sit down next to a fire for several minutes? Or maybe you'll go to some town during rain to wait indoor? Or maybe you'll take your chance and when you get ill you'll just look for some meds? But what if you sneeze during scavenging? Do you see what I mean? Give players the risk, a real one but also give them the options so they can actually play the game.
I'd love to try it your way as well though. If illness will ever be implemented I'm going to get infected right after respawn to see how it plays.
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OH YES, PLEASE! This, along with fixing direct channel would make grouping so much easier. I'd love to find a pepper spray and do some SWAT 4 action:)
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Well, your idea makes sense but is incredibly difficult to code/balance. Mostly because you don't know, while coding if person you tagged isn't hiding from you. If he/she is, then tagging might be a terrible disadvantage. Anyway, I've seen system similar to the one I gave working in Project Reality and it really works. It feels like you're looking at the guy and trying to figure out who he is. Now let's say that you heard rumours about some famous bandit who's incredibly pro and shows no mercy. IRL you'd be given his description but it won't happen in game. So instead you're given his name. And after some time you see a guy who didn't notice you. You look at him for a moment and you see his name. Now, if you remembered the name of this bandit you realise it's him and you can hide/engage depending on what you want to do.
It will also help with creating bonds between players. Another example. You're in trouble. Maybe because of zombies, maybe bandits, never mind. You're in the open and you're pretty sure you won't make it, you start to plan what to do after respawn. And then someone appears, you think he's gonna kill you but you don't really care. But the guy says he's friendly, takes care of your wound, gives you some cooked meat and maybe even some ammo. You're in the open, so it would be stupid to stand around and add each other to friends list. This blokes goes his way before you had a chance to thank him and you're still too weak to go after him. Now with my system you've seen his name just by looking at him, with your system you might never know who the hell was that and that's really shame, don't you think? Sure, you can ask him on the chat but it still doesn't require your system.
EDIT:
About recognizing your mates instantly, I missed that. In most situations you will see people from distance. It's ArmA, if you see the guy 50 meters away you're either dead or he's friendly. Which means that neither my nor your system would work on short distances, definitely not for simulating differences in people's appearance. And when you look at someone from 100+ meters away you have to spend some (even if very short) time to recognize him, even if it's your brother just to rule out possibility of making a mistake.
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I'm not sure if I understand it correctly. I press the button' date=' and everyone in some given radius can see my nickname floating over my head. Why would I do that? If I'm a bandit I'll never press the button because a) I don't want to be seen and b) I don't want to give my identity away in case someone wants to take revenge on me. If I'm survivor I'll never press this button because I don't want to give away my position. Even if I'm standing and casually talking with some other bloke and we just want to share our names we don't know who's around, it could give away our position.
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Zenon: I think that's a bit gamey. Aedrill's idea of just looking at someone you've met before is far more natural. I'm not sure how you'd determine that one players has met another player though. When scouting out villages I will often have survivors stroll past me without actually seeing me. It would be inaccurate to say that the survivor has met me in that instance.
Well' date=' if I play with some buddies or run into some other survivors, the thing that generally happens is:
Say you're friendly in direct communication or chat
Ask if they want to travel together
Discuss what the plan is/where to go
Head on out
In a real situation like this, it would only be natural to tell them your name. Now i said a button, it could just a well be an action menu option when others players are in your vicinity (similar to opening someone elses backpack), but I wouldn't go to every survivor in a group of say, 4 people, and tell them my name seperately. If it is an action menu entry, the radius has to be pretty smal so as not to be exploited. As a survivor, you're already announcing your position when you use direct chat, so I don't see any reason why this wouldn't be used at your first meeting (direct chat is used, when it's not broken). Once I tell them my name, they'd be able to recognize my name when looking at me in the future, when they're close enough to see my face. But that's probably too hard to implement, that's why I say you should be able to recognize the names of people who have introduced themselves to you in the past when they're within a certain range and hover your crosshair over them.
I find this way more natural than just having the name of someone magically appear after looking at them for a while, and it would serve the same purpose. You'd only see them name when hovering your crosshair over someone who's introduced themselves to you on the past and who's in your vicinity.
I don't see a problem with this if the "introduction radius" isn't too big.
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There is no problem besides the fact that it's useless. If you're using direct channel you can just say your name using it. If you use the chat people already see your name. Your idea is basically a friend list, nothing more. It still won't give players the chance of recognizing people by looking at them, the ability everyone with working eyes has. And this is what this suggestion is for - to simulate, as well as possible, visible differences between people. I think that friend's list is completely useless in this mod. But that's only my opinion.
Sir. I'll go straight to the point here...
... I LOVE YOU
Finally some decent suggestions that are actually HELPING the gameplay go where it should go.
And not some stupid stuff to make the game easier / cater to xbox kiddies.
Um, thank you... I think?
I do hope that this is a direction this mod will head, regardless if any of the suggestions will be used. I just want this game to be more difficult and survival oriented. Mostly because I hate zombies as a theme in general but I think that it would serve the game well to go down this road.
Well, now I'm blushing.
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I'm not sure if I understand it correctly. I press the button, and everyone in some given radius can see my nickname floating over my head. Why would I do that? If I'm a bandit I'll never press the button because a) I don't want to be seen and b) I don't want to give my identity away in case someone wants to take revenge on me. If I'm survivor I'll never press this button because I don't want to give away my position. Even if I'm standing and casually talking with some other bloke and we just want to share our names we don't know who's around, it could give away our position.
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Idea is really great, and I'd love to see more crafting in this game. There's only one word that makes me think twice about it: griefing. Think about those people who will set such traps in towns for the lulz. There has to be way of recognizing and disarming this trap.
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Still not constructive. Using straw man is not going to help this discussion. Illness is not the same as pissing. The latter makes little to no difference to your chance of surviving the day while former is one of the first things you'd think about when faced with similar situation (even without zombies). You could argue that smell of urine could attract zombies but that's too much hassle for no gain. Nobody's dumb enough to go for a wee close to any zeds.
So yeah' date=' if you think that illness is a bad idea give a reason, mocking is pointless, which makes your post as valuable as spam.
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how am i mocking? i am completely serious, adding urination and defication can add to the tracking aspect of the game
as well as diet, ex. drinking only soda and surviving should have some negative consequences on your health
It seems that I need to fix my sarcasm detector, my apologies. Anyway, I don't think that adding urine and stool would be really beneficial to the gameplay. Firstly, it's way too much coding, secondly it won't change too much for the reason I already explained - nobody's going to do any of this stuff anywhere close to the zombies, so it'd be only an annoyance. This game is supposed to be difficult and realistic, not annoying.
it's pretty much the same as seeing the face.
This is exactly why I like it so much. It's not so much that I'm mousing over their character to get a name but just mousing over to focus on their face/general characteristics that I can recognise. Great suggestions!
Thanks. I'd love to know if any of these features are planned to be implemented (in any form) in the game.
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I know that seeing the name seems like it's too much but in fact it's pretty much the same as seeing the face. It's up to you to remember it, there's nothing in game to write it down for you (you could write it down on a piece of paper but that's not horrible or game breaking). If delay is set right (I'd go with 1,5 second for a start and see how is this working in game) it would be really good for gameplay, and with direct channel fixed it would make socializing SO much easier and realistic.
And I really think people would adjust quickly. Of course, at first there will be casualties from people not being able to wait for so long but I believe that after some time we'd create some sort of an etiquette.
And it won't really help bandits, if you think about it, because if a bandit spots you first, he's gonna kill you anyway, so there's no option to recognize him for you. And if you spot him first you still have an upper hand. Third scenario is that you find each other at the same time. Assuming there's no bandit model (if there is this part of a discussion is meaningless) you'll die because the bandit will have the first shot. But as the health system works right now, you'll live long enough to learn his name. So you can have your revenge.
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Still not constructive. Using straw man is not going to help this discussion. Illness is not the same as pissing. The latter makes little to no difference to your chance of surviving the day while former is one of the first things you'd think about when faced with similar situation (even without zombies). You could argue that smell of urine could attract zombies but that's too much hassle for no gain. Nobody's dumb enough to go for a wee close to any zeds.
So yeah, if you think that illness is a bad idea give a reason, mocking is pointless, which makes your post as valuable as spam.
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You don't like this idea because... Can we agree to be constructive here?
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Haha, good one. But really the idea of illness sounds really great to me - firstly it makes sense, as stated by some people in my thread, and secondly it adds a lot of tension and lots of new worries and survival options.
I just don't think that too many illnesses should be added at this point. I really think that, for now, we'd be fine with common cold getting worse and more serious stuff should be left for later. This is alpha, and there's lots of things to be added and tweaked and making everything complicated from the start will make it unplayable. One step at a time.
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You (should) drink way more often than 3 times a day. Your activity should be a factor as well. If you run a lot (90+% of cases in DayZ) you should eat and drink more. I think it's fine as it is for now - we have to eat and drink slightly more often than IRL but we're also very active. It would be nice to see some actual simulation in this regard in future.
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I was going to dismiss the illness idea altogheter because i tought it sounded stupid. But. I also have to say i bloody like the idea. The common cold thing is a little lame tbh. Spice it up. Give players the chanche to get infected' date=' or get influenza or bitten by a poisonus animal.. So a player gets sick, sitting by a fire is boring. Make it a mini mission. I.e get sick, find the anti-dote, experimental vaccine against the zombie infection or in the case of influenza find antibiotics. To further complicated, bitten by poisonus animal, only the player is affected. Catch the influenza, player is contageous after displaying symptoms (vomiting, bleaked colours, brighter lights), infected by zombie disease, players corpse is contageous to those wholoot. Bottom line, all three conditions lead to death and affect other players and forces you and/or your group on a mission or quest. Sorry for spelling and grammar, written on my phone.
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It's quite cool but I think that "quest illness" should be extremely rare and happen only if you enter specific areas, unreachable for beginners. If you catch "zombieitis" and you have to look for some rare mysterious drug while having only a Makarov and some bandages you'll most probably kill yourself. Especially if you're completely fresh and have no idea whatsoever what's going on.
On the other hand, if you catch common cold and you slowly start to feel worse and worse (maybe by having text messages like "It looks like you have a fever" and such) you'll know what to do, it's common sense. You'll also know what to avoid and what can happen if you won't fight the illness - you can get pneumonia and die, and even before that it's quite easy to imagine that simple sneeze can cost you life, so you'll start acting accordingly as soon as possible, even if you're new to the game.
Again - I like the idea of serious infections, and quest illnesses would be nice as well but they shouldn't be too common because that would make this mod unplayable. Make it a factor of risk-reward mechanism, raise the risk of being infected with something nasty close to places with high tier loot, that would be fine, I think.
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I like the idea. I can imagine making my own LARP in the game. So meta.
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Yes, inventory system is bugged but it's ArmA's fault, not mod's. It's been a problem for ages that if you put into a container of any sort something that doesn't fit said container this item disappears. Even in dayz we lost one sniper rifle and one AK to this bug.
@WaxMan
Er, two main weapons? And how do you plan to carry them? One on each shoulder? It's already possible to do this if you have bigger backpack, like ALICE pack. But besides that situation it would be really dumb. It's already ridiculous (try to put a rifle into a backpack, I wish you good luck)
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Somebody made a suggestion about adding PSD (Post Stress Disorder) and we came to conclusion that drinking alcohol would be a good way of coping with it. It also connects nicely with my idea of illness.
Firstly, obvious stuff - drinking alcohol makes you dizzy and if you drink too much you can even pass out.
Secondly, also kind of obvious - addiction. After drinking for song (long) time you get addicted and you start to feel worse and worse until you drink again. There could be an option of detox but let's not make it too complicated right now.
Lastly - Alcohol makes you less resistant to diseases of all sorts - the more you drink, the bigger is the chance of getting ill.
As you can see, it changes into slippery slope, and it would be incredibly difficult to stay healthy, sane, not addicted and also not starving to death. Yes, it's hard and extremely unfair but if you think about it, it makes sense - in case of apocalypse of any sort the main enemy would be our fragile bodies, that's the first thing to take care of - shelter, medicines, food and fresh water, not shotguns and sniper rifles.
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This "non visual item" idea came from concern about engine capabilities. Rocket wants to scrap bandit skins, I don't think he'd be too happy to add ponchos:)
Anyway, we're discussing details here. I'd like to know what community thinks of general idea of illness and other stuff as well.
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Well, I'm adjusting gamma. I'm also not a bandit, so you don't have to worry that I'll use it against you. If I was to be forced to play in pitch black night I simply wouldn't be playing at night. And since I'm interested only in killing zombies and gathering loot, you wouldn't see the difference.
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1 - Good idea, I would extend this point into request for crafting in general.
2 - If a player is on his own, you don't really need to be silent, if he's with other people he's using TS anyway, so there's no point. Melee would be good against zombies, as a last resort. Think about it - you fight off a horde but you're empty and there's only one Z left. What do you do? Die? Run? No, you take your knife, or a rock and you fight with all you've got.
3 - I don't know if it's even possible in ArmA but idea is quite neat. Although I can't shake off the feeling that something's off in thi suggestion. I can't put my finger on it, maybe I'll get it later, and add my opinion.
4 - a) The idea of PSD is good, I think, it's they way of fighting with it seems wrong. First - where would you find antidepressants in zombie-infestated Chernarus? And how popular would it be? You fight all the time in this game. You're constantly stressed, you would be taking those pills by kilograms. I would use alcohol instead. It does pretty much the same, but makes more sense and fits the lore. And it could have more effects than simply curing PSD.
b) No, that makes no sense. You'd rather get PSD after being shot at, that's way more stressful, and this would be too cruel for non bandits, I think.
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I really don't want to go into too much detail, it's just too early for that. Food could speed up the blood regeneration, it could do hundreds of things, it doesn't matter - balance is for later. What I want to see is the effect, which is that eating 8 steaks should not be a way of regenerating big & of health like it is right now. With this, and with illness, the survival part of game will be nearly flawless.
There's one issue I thought of regarding rain. People will be disconnecting every time it's raining, which means empty servers, which means no fun. Think about it - there's nothing beneficial in rain right now. Add illness and you'd be stupid to continue playing of you don't have medicines with you.
My mate made another suggestion - clothes that protect you from rain. You could put them in your accessories slot without changing appearance. That would (at least partially) fix the "mass disconnect" issue but would it be enough? I don't know.
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I am.. perplexed at the ideal of illness! I was going to make an argument against it' date=' however... I thought about it more. I mean, it makes a lot of sense. Provided you don't get sick everyday...
Also, after it rains, rivers, lakes, and the ocean will be slightly toxic (bacterium/contaminated blood? will become runoff and empty into the lakes and whatnot). It would add an entirely new facet to game-play.
I.. I, uh, yeah. I am completely for this sickness element. I just hope that, if it's ever planned to be included, the community gets to discuss exactly how it should work. :D
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Thanks, I like it as well. As stated in OP, I don't think it's possible to handle rain globally but I hope it is. Also, at first I was thinking only about cold/flu/pneumonia illness but you guys are right that it's easy to get an infection from all the filth around us. I don't think it should be that different symptoms-wise (please, don't add diarrhea. It would be silly and would encourage trolling) but maybe it would require different medicines. Anyway, simple cold getting worse is a good start IMO.
LOL!
And anyone who has ever tried to do anything with a high fever and "the chills" probably wouldn't argue about the fatigue and even shaking while trying to get off a shot.
Make it more important to find shelter when it's raining. Make the campfire useful for more than just cooking meat. Add more drugs to the game. If there is ever a wildcraft foraging system added to the mod then collecting those herbs and bark for a hot cup of medicinal brew might be pretty interesting.
Also' date=' remember about other suggestions as well. For example, if you can recognize player's nickname it will be easier for you to be allowed to join somebody's "camp" if you're not a famous bandit. This is some sort of a punishment for bandits that so many people crave for, but this one is realistic, for a change.
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Heh, I liked your other ideas too. But that's the chance you take when you post a bunch of ideas in a singular thread... You might try adding your ideas to the "wish list" thread (see the bottom of this post for the link) like some of the rest of us have.
Food, well there are a lot of posts suggesting changes to the food system and all I can say is I hope the devs have that somewhere on their "to do" list by now. I think a lot of the "eat a whole cow" thing will go away if blood regeneration over time is added and the ability of steaks to replentish blood, like magic, is removed. On a tangent a modified illness system could actually slowly lower your blood...
The problem with nicknames showing up, *I think*, is that name identification, etc. is tied very deeply to specific server settings. I'm not sure how easy that would be to script to work on all servers. It could be possible, and it's not a bad idea, just one that I don't personally value as much as your illness one (which I think is actually unique on this forum). Further, if bullets are left anonymous (you don't know who shot you) then knowing nicknames is only of vague use. Certainly something should be done to help recognize players in the game but illuminating it as an "anti-bandit" technique, even if it's worth more than that, will just draw flames.
I certainly hope that blood regeneration over time will never be implemented, and if it is it will be small, insignificant amounts. 100 units/hour for example. Regenerating blood by eating is absolutely fine, as long as we're not able to eat whole butchery shop in 1 minute. If you're forced to wait with eating a steak until you get hungry again, you won't think that steaks are "overpowered", they will be just fine.
About a shelter and rain... I'd love to see something like this in game but I doubt it's possible. I'm not sure if ArmA can properly recognize that you're indoors (it most probably can but I'm not sure if it's working well enough to be used like this) and if weather is handled locally it will be impossible to use for health changes. But if it is possible, I'd love to see it as realistic, as it takes.
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There should be grouping option, I agree. But not only for survivors but for everyone. Why would bandits be prevented? I can't think of any reason for this to happen. In fact, survivors would find it easier to group than bandits, because the latter group can't trust anyone by default.
Of course, this will change as well, since bandits are most probably to be scrapped, but it doesn't change anything. All of the game mechanics should be exactly the same for everyone.
PS. I am not a bandit in game, just to be clear.
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As for contagious part' date=' it might be a good idea (I don't know how hard to implement it would be) but only on higher tiers of illness. We're survivors during zombie apocalypse, not children in kindergarten.
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LOL! Hey, you said you wanted to make it harder! ;)
But let's think about it for a moment. We're living in *terrible* conditions with no working sewers, no heat (besides a campfire), terrible hygiene, malnutrition, no proper medical care, and ROTTING CORPSES EVERYWHERE! Fleas, ticks, rodents scurrying around through putrefied piles of fly covered meat, etc... It's likely that illness would be a very serious matter in times like these.
Think about the group dynamic... You really want to loot that guy who was just sneezing and hacking his way into the church? How about that member of your group that seems to be coming down with something? Find him rare antibiotics or leave him behind for the safety of the rest of the group?
Harder? Sure. But the despair felt by players knowing that their lives are likely short, and it might not even be a bullet or a zombie that ends it, would certainly spice this up with a true "survival" feel I think.
All of this is true and awesome, but I still think that if you catch a common cold you shouldn't be contagious until you get really ill. Sure, we are living in terrible conditions but it's safe to assume that we're also tough guys. All the weak people are zombie food by now. Remember - we all start with weapon and some basic "survival kit" which means that we were either some sort of military (maybe police, who knows) or we managed to live for some time and gathered some stuff before the game started. In both cases we're more than simple John Smith. Maybe not super heroes but you get the idea.
Plus' date=' imagine how much harder it would be to loot a town when you're actually in need of antibiotics or similar medicines. Sneaking through a horde of zombies, then suddenly-- ACHOO.
Shit.
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That was my initial idea - make scavenging nearly impossible after you get ill, so preventing is the only viable option. It would encourage grouping as well. If you have to make a fireplace for several minutes you will want to do that in group. I can imagine people arranging something like hubs, where you can safely go and warm yourself.
Also, remember about other suggestions as well. For example, if you can recognize player's nickname it will be easier for you to be allowed to join somebody's "camp" if you're not a famous bandit. This is some sort of a punishment for bandits that so many people crave for, but this one is realistic, for a change.
Suggestions regarding survival options.
in DayZ Mod Suggestions
Posted
humanity points, some sort of illness with big chance of happening and some visual hint for other players. I don't think that eating other people has no effect on your mind, even in extreme situation.