Jump to content

Betweenaduck

Members
  • Content Count

    13
  • Joined

  • Last visited

Community Reputation

10 Neutral

About Betweenaduck

  • Rank
    Scavenger

Profile Information

  • Gender
    Male
  • Location
    Russian Federation
  1. Betweenaduck

    Player housing SA

    Holes, Stashes all kinds of hiding places would be great, I completely agree with you. You say that you don't lose your car IRL if you die except you do beacuse IRL you can't use it again bacause you're dead so it's lost for you anyway. In the game you just respawn on the coast and run straight to your house\car\base. Considering this I guess that stashes of any kind only and no base building would be a reasonable conventionality. Or you base should decay over time and after your death it should happen even faster if you won't be there in time with required materials to make repairs. Of course I'm just speculating. But the main idea is there should be a danger to your base or house or even stash if your character dies otherwise the game will become a hoarding simulator again as I take it from the words of people who played Origins and Epoch. If I seat and think over this Idea I think I can offer more circumstantial concept. But again it would be only my speculations, I realize that. But I found it satisfying enough to think that dev team might notice our ideas one day and make something interesting of it.
  2. Betweenaduck

    Rolling Update Rev. 0.30.113860

    I noticed that when you're jogging you can shoulder\unshoulder your weapons without stopping except sidearms, those still make your character stop. Switching between your weapons while sprinting also forces your character to stop which seems reasonable. It could make your character lower his speed to jogging though, but it's still fine by me.
  3. Betweenaduck

    Best Gunfigth?

    Hello, survivers. I can't say that what happened to me and my friend was a real gunfight but It was that kind of situiation when you feel how your feet become cold and adrenaline rushes in your bloodstream. Me and my friend came in to the prison building at NWAF, there were 6-7 people on the server so we felt that we can act pretty much openly. We took all useful loot and decided to test how handcuffs work on practice. I can honestly say that we were careless and made a huge mistake. We had 2 handcuffs and 2 keys. Keys as you know disappear after you use them. So I handcuff my friend as we standing on the second floor of the building in front of the stairs (OMG noobs) laughing at how my friend struggles to free himself from handcuffs. We tried to play trough few situations with possible hostages that we might have in the future. In the end of this "roleplaying games" we were missing one key and my friend is still standing in handcuffs. I was laughing like hell trying to find the keys on the floor, I thought I dropped them somwhere while we were fooling around. I was near the wall at the opposite side of the room, which you cannot see from the first floor through the staircase, when my friend screamed: "There's someone on the first floor with an axe!". We both had weapons but mine was on my shoulder and my friend was handcuffed. At that moment a guy with an axe in his hands was real fucking threat to us. We panicked, my friend tried to hide in the office from the axe guy but he couldn't move fast enough so I started to draw my weapon. The guy with an axe was almost on the second floor and about to chop my friend when he turned his head and saw me with M4 pointed to his chest. My friend was screaming and walking away like crippled when the guy with an axe was standing against the wall scared shitless and looking at me. I made three shots: two in his chest, the guy crumpled and one in the head when he was already on the floor bleeding. My heart skips a beat as I am moving towards the stairs to take a look at the first floor. My friend calmed down and started to ask me what happened. That's when I saw another guy standing at the first floor. He was not armed and we were looking at each other for a second then he began to pull out his sidearm. He died just like his friend after three shots. I told my friend to be quiet and let me listen if there was someone else. When we were sure that no one left in the building except us. I finally found those missing keys which turned out to be in my friend's pocket and uncuffed him. Then we left that place as fast as we could. After we moved away from the NWAF for about 2 km we sat on the ground and were lauging like idiots for 5 minutes.That was really scaring moment and hilarious at the same time. Hope you like it. ;)
  4. Betweenaduck

    How about a Sleeping System in order to save Character?

    Thank you for your opinion. I honestly think that there have to be rules that everyone should follow to prevent chaos such as combat logging, teleporting via server hopping etc. I would like to think that I suggested more or less reasonable solution. I don't mean ultimate and only possible solution but it could be considered as an option. And btw this should be just another game rule if you play the game fair, It supposed to be punishment only in case of abusement of game mechanics. You don't think of loosing all your gear in case of death as of punishment for being bad at this game, don't you? As I see it (sleeping mechanic) this is just another part of the game along with starving, being sick or get killed. p.s. Yes I know that CbtLog and Server hooping most definitely will be fixed in upcoming patch. :) Thank you, mate. I appreciate your oppinion :) Perhaps dev will solve those temporary problems in more efficient and elegant way than we think. Anyway I'm sure they'll polish their game make it really good by the end of the next year.
  5. I can't answer this question circumstantially but I'm tracking situation with damaged items as I play the game. Rocket said once that the system, when it become fully working, will consider which part of the character's body you shoot and calculate damage dealt to the items he's carrying. Unfortunately I can't provide you with link where he said that, I guess it was in one of the dev blogs. I assume that game mechanics like this are directly aimed for reducing amount of KOS situations in the game. I think that KOS always will be in the game, actually it should be. Otherwise we lose one of the parts of what makes DayZ so thrilling and unpredictable. But KOS have to be reduced imo by subtle smart mechanics just to make the game more challenging and complex in a proper way.
  6. Betweenaduck

    Combat Logging/Server Hopping Brainstorm Thread

    Appreciate that, mate. We know that Rocket tend to listen to the DayZ community. So maybe in time good ideas from this forum will be at least considered by the dev team.
  7. No you don't. Stuff in backpacks gets ruined as well as clothes and equipment if you shoot somebody. So if you want to get stuff from a dude in pristine condition you have to act smart and take your chances anyways. It have to be difficult to survive especially alone so people tried to cooperate more often and not see a potential threat in each other 100% of the time imho. Sometimes yes you either avoid contact or you assess the situation and take sertain risk to interact with someone wether its combat or negotioations. But not shoot just to be sure all the time.
  8. Betweenaduck

    Combat Logging/Server Hopping Brainstorm Thread

    Hello. I posted few of my ideas in the differend thread: http://forums.dayzgame.com/index.php?/topic/158063-how-about-a-sleeping-system-in-order-to-save-character/#entry1584959 I think combining your suggestions with mine could give us an interesting system for logging out of the game. What do you think?
  9. Betweenaduck

    How about a Sleeping System in order to save Character?

    How about this: 1) To leave the game world properly you have to go to sleep by pressing a button assignet to this action. After this appears a window that informs you that you will be logged out in set amount of time which is varies depending on few factors. 2) If you have a sleeping bag, using it in the inventory screen places it on the ground near you. Interacting with it gives you an option to go to sleep which allows you to log out in 10 seconds timer. If you alt+f4 during this time it will leave your character in game world for this amount of time. 2) If you go to sleep under the open skies it allows you to log out in 20 seconds timer. If you alt+f4 during this time it will leave your character in game world for this amount of time. You might suffer negative effects such as low body temperature, hunger or thirst when you log back in more than 1 hour. You will suffer less of these effects if you log out under a roof without sleeping bag or in a sleeping bag outdoors. You don't suffer them at all if you sleep in a sleeping bag under a roof. Your character can not die while you logged out because of these penalties (starvation, dehydration, hypothermia) 3) If you logout by alt+f4 (combat log or disconnection by any other reasons) your character stays in the game world for 30 seconds vulnerable to the game events and you will suffer penalties of sleeping outdoors without sleeping bag when you log back in more than 1 hour. 4) Logging out by alt+f4 or disconnection set the 5 minutes timer. You won't be able to log back in during this time. I guess this doesn't punish players much in situations when disconnection happens accidently, and make combat loggers think twice before leaving the game in combat mode. It also gives more realistic feel of the game world and your character.
  10. There are a lot of good ideas I've seen on this forum, really. Especially the one about beards. I instantly thought about battle scars. In my opinion its the game word, the environment that should be more harsh on players. This could make KOS a hard decision for the one who wants to shoot just for lulz. No artificial penalties such as humanity points loss etc. only real consequences of your character actions. Let me explain what I mean. If I'm not mistaken there was information from Rocket about diseases and people making areas more contagious by their actions. That should be great thing if implemented to the game. The more dead bodies in the area the more contagious become water, food, any stuff you pick up from the ground. Being wounded should be more dangerous for character if he's not using sterile bandages, not cleaning his wounds as fast as possible after being shot or stabbed, the worse if he was scratched or hit by a zombie. More danger should come from the environment as it now. Survival should not be a trivial task. If you survived a disease you should become a little bit more resilient to it for a while. Let's think of it as a representation of your immune system. (skills?) I've seen someone has been saying about more complicated feeding system. This is also an interesting idea. If you eat shit like cereals or chips all the time and give no time to rest for your character it must be reflected in how he performs. If you treat your character right he will run for a longer distances without being out of breath. Which perhaps make his aim better, his hands wouldn't be shaking that much etc. Not making the game SIMS but something more complex sould be a great thing. If you do something you should do it a bit better in time, like reloading your weapon or applying medical equipment. All I want to say that developing your character must be a hard but satisfying task as you see him become harder, better, faster and of course stronger. :D No need in complicated skill tree or values of your stamina or something like that. The game have to make you take good care of you character, be mindfull of how he performs in the game world for him to become "high level survivalist". Considering aforesaid would you want to try an KOS a player knowing that it is 90% possibility of ending up pretty ugly for you because you have only few dirty rags in your pockets, half of who-knows-when opened can of beans, an old mosin rifle. And if you shoot other player chances are you ruin all the good stuff he has, If you miss the first shot he might start to shoot back and wound you. I hope you catch what I meant to say. Survival must be hard even without any gunfights, and you need to be either well prepaired or completely desperate to start it. I really want to know your opinion, guys.
  11. Betweenaduck

    Being a bandit done right. (Video)

    I gotta try this myself! Will post a video if not get killed in process.
  12. Betweenaduck

    "Endgame" concept ideas

    I think so called "endgame" should be a development of some sort of large groups (clans?) of people to dominate the game world. This process includes building bases (if not building a proper houses, at least fortifying existing ones), repairing cars, collecting and storing gas, weapons and ammunition. If there are more than two of those groups this would be a war for survival if those groups wouldn't decide to cooperate or at least have traiding relationship. A group would be able to make their own attributes such as clothing colors, tattoos and symbols. For instance If you arrive at Vybor and see a symbol of a group on the walls of the buildings you know on whose territory you're on. Just imagine: traiding between groups, hostage exchanges, arms dealings. The game economics should stay the same way it is now - based on barter. Any currency if being added to the game could ruin post appocalyptic atmosphere. Helicopters IMO should be the most difficult thing to achieve and maintain in the game. Because this would make the game Arma again, and we already have Arma. What do you think, guys?
×