MastrBlaster
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Locks and Door mechanics!!!! PEW PEW PEW!!!
MastrBlaster replied to MastrBlaster's topic in Suggestions
Could use a ton of different tools. Just like using a knife or bayonet to open food it would have different effects. Bolt cutter would be the most efficient and quiet but would take up the most inventory space. File/hacksaw would make a little noise and take a long time to open the lock, but take up less inventory space. There could also be crowbar or even shooting the lock with a gun, very loud and maybe a chance at failing? Sounds like the lot of us could write out a comprehensive and intelligible lock system for the game... just need the Devs on board!!! -
Introducing said stores would be implying that upon server restart we are at the beginning of an outbreak. Stores are still stocked, doors are still locked. I more prefer the idea that we are further along in the process. The majority of people are dead, and the majority of supplies are used. Maybe play with the same idea and focus them around the military bases? The bases would have lasted longer, and would possibly have supplies left over. Add the high zombie population to them, and throw some locks on the doors.
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I said we aren't the stealthiest haha We move in and out of towns pretty quietly but sometimes get a little reckless once we know its clear. I know we are asking to get hit by snipers, or snuck up on but we'd be fine with that.
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Locks and Door mechanics!!!! PEW PEW PEW!!!
MastrBlaster replied to MastrBlaster's topic in Suggestions
Could be able to force them open, just like ripping open a can of food with a knife. Could be a good way to buy yourself some time if on the run or trying to loot a building in peace. -
So i've been playing DayZ SA every night for 4 or more hours with a few friends of mine. We are all new to the game but have been studying up a lot and learning quick. We've got gear down pat, and have no trouble surviving and staying healthy. The issue is we can't find anyone! We have literally been searching endlessly for a little human interaction. Low pop servers, High pop servers, along the shore, up North, West, East you name it we have have been there. We may not be the stealthiest people so I'm sure real good players could be avoiding us, but COME ON! What are we missing? Where is everyone hanging out? Not trying to rob people, not trying to KoS, hell I'd be happy if I got held up or sniped from a mile away at this point!
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Locks and Door mechanics!!!! PEW PEW PEW!!!
MastrBlaster replied to MastrBlaster's topic in Suggestions
Having random open doors on some houses is a great plan. My friends and I completely skip towns, military bases and so on if we see doors open. The houses themselves having locked doors is a neat idea and is similar to an idea I was thinking about a while back. Maybe have a low percentage of houses have locked doors and require exactly what was mentioned (force it open, possible injury, lots of noise etc.) but make those houses have more loot or better loot. My earlier idea that was similar was exterior basement doors. A lot of buildings already have them rendered in, so why not make a random small percentage of them lead into a basement with great loot. Maybe some sort of end of days hide out with a shelf full of canned food and a gas mask plus a chance at a loaded gun. -
Hey all, just a couple suggestions I think would be pretty awesome! I've found a metric butt ton of protector cases, and they are awesome on there own and all but what about adding padlocks? Either built in combo locks on the cases, or a seperate item *combination Lock*. A player sets a combo the first time they use the case or lock and you must punch the combo in every time you reopen it. Would make bandits have to convince you to give them your combo, or have to force it open with a screwdriver or knife and risk ruining the gear inside. Could possibly lock other stuff too, doors, trunks, lock up a bike. Tons of possibilities. My second suggestion if a complete overhaul of the door mechanics. The idea would be to make opening a door much similar to real life. Possibly hold down the interaction key to turn the handle and draw backwards with your mouse to actually open it. The speed at which you draw back the mouse would effect the speed you open the door and also effect how loud of a noise it makes. Slide back slowly and you make barely any sound but slam it open or closed the entire block hears you. This also allows for the option to leave doors ajar. Maybe shoot through the open slot, keep a lookout through a small crack or even be able to run directly through the ajar doors using your body to slam them open as you go! I'm sure these ideas aren't perfect, but I think they could be awesome additions.
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I think the doors could use a lot of work, although it's not the most pressing issue with the game. How about a mechanic that more accurately mimics opening a door? Hold down the interaction button and pull your mouse backwards. The door opens at whatever speed you draw back your mouse and makes a noise appropriate to the speed it opened. Need to get in and out fast? slam the door open and slam it shut again, but guess what, the whole block could hear you. Willing to be careful and take some time? only a person in the same room as the door could hear it. Additionally you could leave the door ajar, being able to peak through or even shoot a few rounds through. Maybe even go so far that a person bumping into a door that's ajar would force it open a little further. Obviously this would be a complete rebuild of the door mechanics, but if it could happen in the long run I think it would be awesome.
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Really hoping the piss/shit are only from sickness... Unless they truly balance eating/drinking/pissing/shitting to reality. If current hunger/thirst mechanics don't get changed, and they add bodily functions with similar timers and mechanics than all you will be doing is literally sitting in a corner gorging yourself on food while you drown yourself in water and piss and shit all over yourself. There is a point where the Dev's need to step back and realize this is a game, and it cannot truly emulate real life survival...
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Putting backpacks in hand - Looting in "safety"
MastrBlaster replied to stolenbanjos's topic in General Discussion
I like it. It would also be nicely balanced considering if you grab only the players backpack you would not have access to there weapons/items stored in shirt, pants, or vest. -
I don't personally like the idea of any NPC's in the game whatsoever. I'm all for heli crashes, tips about loot and so on, just don't include dumb NPC survivors.
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How about a Sleeping System in order to save Character?
MastrBlaster replied to gorillaCHEEZ's topic in General Discussion
It's a solid idea except for how rough it would be on players who have bad connections, or for situations where people have to log off in a hurry. Say someone geared thinks they have time to play, logs on, and then gets slapped on the hand by the old ball and chain and is told to get off because of a family obligation, or the power/internet drops out. You lose EVERYTHING and for no reason (assuming someone finds your body, which in many cases they would) -
sounds to me like you may be one of those obnoxious KoS bandits...
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Oh! Final thought, you could use the locks to lock up gates. Delay incoming groups, force them to go around, or take the time to cut the lock, all while you may be watching for them. A ton of ways to expand the possibilities in game play. At least in my opinion. They may just be a pain in the butt for the players who run into them but that's exactly the point.
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If they could be pried open the fun would still be there. could be a whole method of playing. Hunting for bases with a crow bar vs. hunting groups or scavenging for yourself.