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Inanity (DayZ)

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About Inanity (DayZ)

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  1. Inanity (DayZ)

    What is up with the pros killing the noobie

    Find friends*, be friendly to the other noobs, eventually rise up in revolution and overthrow the geared players. This does appear to be a former soviet state. It could happen. *Frankly I'm up to play with you XD, the game is tense as hell playing alone. Feel free to message me.
  2. Inanity (DayZ)

    THE DAYZ WISH LIST (From the Community to the Devs)

    More dynamic/interesting melee combat plox ^_^ Merry Christmas Devs! =D Keep up the good work!
  3. Just to clarify the topic as I understand it: The goal is to create something that will encourage players who are held up to choose a route that will leave them alive but possibly gearless, rather than shot by the holding bandit. There are two things you're left with if said bandit makes off with all your gear. 1) Your character. 2) Wherever your character is. Stats could work to a degree (if nothing else they won't worsen the problem.) I think some level of passive skill increases could be meaningful if it were applied to the planned base-building portion of the game. And even otherwise as well, so long as it doesn't directly affect combat. Those solutions work to make 1) more valuable, and someone's already suggested that 2) is already pseudo-implemented because it's a pain to run north/find friends and it just saves time. But we could try another route. We could make it more interesting to start out. Honestly, in the middle of a zombie apocalypse, I probably wouldn't gain consciousness near a city/town/village/industrial center, because those places would have been wiped out. What if we created a "newb zone" for fresh spawns that's separate from the bigger world but that you have to get through to reach the main map. (Storming the beach in Saving Private Ryan, anyone? It shouldn't have any chance of killing you. But after going through it a couple times it should give you the same sense of irritated foreboding.) I don't think it should give you any gear aside from the usual spawn-gear, but I do think it should take maybe 5-10 minutes and then, when you get through it, you spawn randomly in one of the already existing spawn locations. It could just be me, but I'd be a lot more incentivized to avoid getting shot if I knew that my death would force me to go through a bit of drudgery to really respawn, and that my being alive places me in the only place where I can start gearing up again. Also, to address another issue that has cropped up in this post, I really, really, don't like the idea of required bandit/hero skins like they had in the mod xD It's not just the difficulty in making sure that such a system works as intended (i.e., if I'm definitely being shot at, but my opponent has terrible aim and so I get the kill/all the shots, the system registers me as a bandit), but also because I feel like the skins take away a certain atmosphere to the game. I really enjoy the tension in meeting a new players and knowing absolutely nothing about how this guy will react to me. It's thrilling, and if we part ways amicably I feel like I've accomplished something because I was forced to trust someone that would have profited from killing me, but that we somehow both decided not to start shooting/swinging.
  4. Inanity (DayZ)

    Cannibalism?

    I agree with ZedsDeadBaby. I don't think cannibalism should be included primarily because of realism/because it'll be necessary. But just because it'd bring an interesting facet to the game if I realized that the next guy I see might try to eat me. :rolleyes: And awesome! So cannibalism is in the plans =D Nice to know zombie's aren't the only ones who'll try to eat me in the future xDDDD
  5. Inanity (DayZ)

    Cannibalism?

    You terrible, terrible person... I'm all for it. I think cannibalism would definitely be interesting. Though given how easy it's been for me so far to find bodies, maybe they should rot uncommonly quickly (due to infection or e.t.c.?) Or zombies, when they're included, should rapidly consume any meat on a player? We don't want to make it too easy to get meat.
  6. I'm not sure if someone's already mentioned this, but I think the devs have mentioned that updates are causing some/all characters to restart in order to remove buggy equipment. This should stop and your character should start saving when the alpha starts becoming more stabilized. The server thing between updates. I feel like that's a bug though xD Hopefully it'll be fixed soon.
  7. Inanity (DayZ)

    Should combat logging be ban-able?

    Adding to an already enormous pile of responses. While I don't think players who just quit whenever they're in a tight spot should be /banned,/ I do agree that something has to be done to make sure players can't easily do it. I think the dev's are already working in a combat timer?
  8. Inanity (DayZ)

    Loot is not respawning

    I feel like making loot spawn just once during server restarts necessitates server hopping. Especially since I was new to the game and I'd pretty much wandered everywhere looking for literally anything to help me survive for an hour xD (I did. Pseudo. In the end. I wandered into a military base by accident and managed a gun and bullets. I fell unconscious not long after though.) I think it'd be more interesting if loot spawns were both 1) Rare enough that it won't necessarily allow for the survival of all the players on the server, and 2) Infrequent. Perhaps every 8 hours +- 1 hour, and this initially, randomly determined by the server so players can't predict loot respawns. Dev's have mentioned being interested in player-created structures though, perhaps then it'd also be interesting if this scarcity economy was offset by the possibility of players investing in a given server to produce things like foods/some weapons/bullets/e.t.c.? Like the creation of structures/buildings that can slowly generate certain goods, but which require maintenance/large initial resource investments. I think it'd be pretty cool if a server had dedicated players creating tiny bastions of society, while other players would probably specialize more as bandits trying to get back on the limited supplies each server naturally offers.
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