Jump to content

raxbit

Members
  • Content Count

    11
  • Joined

  • Last visited

Everything posted by raxbit

  1. raxbit

    The RV engine is the worst engine ever made.

    I think the performance I get playing is brilliant considering the engine doesn't do multiple cores very well and poor GPU utilization , and this is in alpha before any optimization has properly done, all AI is done on 1 core. Which i don't know about the GPU thing but all these problems have been addressed as upcoming features that are of high priority. And as such we have had confirmation that this issue is already being addressed and planned to be done fairly quickly. So why is everyone being so critical and whiny about it despite this information being here on the forum.
  2. raxbit

    Should beards be in DayZ?

    I don't care if they can be molded but yes, give us some facial hair for every day survived, and let us shave it and pretend to be a fresh spawn so people don't get pissed off my beard is more awesome than theirs :D
  3. I haven't checked the swimming mechanics yet in standalone, but I have heard no mention of it from a quick search though did find someone talking about armbands. Anyway I've always found the swimming mechanics to be rather unimmersive as there is no ability to dive or go under the water. Suggestion: The ability to swim downwards or even just duck under the water, i think it could be an interesting way to hide from people or ambush people and later loot could be added to bottom of lakes just to give the mechanic some more meaning other than I want to ambush someone commando style.
  4. raxbit

    vehicles you want in the game

    I would like to see a lot more fit for purpose vehicles like trucks and vans around industrial loading bays; fire trucks near or in fire stations; police cars and ambulances scattered around towns; civilian cars, bikes and jeeps you would typically find from any communist or post-communist place. Also just for fun some non powered stuff like stretchers, bicycles, wheelchairs, wheel barrels, a sled even a trolley. Few of these could be used to transport unconscious people/victims or items, if i had it my way stuff like this would be the only way to transport vehicle parts, carrying an engine would be rather difficult without some aid and even if you could i doubt it would sit nicely in a backpack to be carried around.
  5. raxbit

    Walking, jogging, sprinting.

    I wouldn't mind this actually I rarely use sprint or even full standing running often, the thought that my back should be sore from running half the map in a crouched position crossed my mind and I find myself taking breaks whenever my guy sounds exhausted, even sit down and have a munch adds to the experience, so even if this was added wouldn't affect me at all.
  6. raxbit

    Oculus Rift Support?

    I have the oculus and would love to see this be supported natively the only real challenge is the UI and moving the status updates from the bottom corner to somewhere closer to middle of the screen, on a 3rd person disabled server this could have great potential.
  7. raxbit

    use containers for "passive" loot

    Would it not be easier to just have static containers work like bags except it cant be picked up.
  8. raxbit

    What Ruins DayZ

    You should of listened to the advice of the alpha warning when you bought the game. Alpha!
  9. I like that idea its not too different from what i was getting at but getting a bonus for free seems too easy, though taking it into consideration the idea of preventing grinding, i think the time alive requirements will help. But lets be serious in the real world we can sit and do something over and over even like reloading a weapon but its boring besides in DayZ your life is constantly at risk you would have to do a lot of preparation of food and water before you even tried and always risk being shot in the face so people simply wouldn't be grinding all the time especially when they have no concept of how far they even progressed, my suggestion of subtle bonuses that accumulate would make it so the reward wouldn't even be noticed unless you died. Most of these bonuses would largely go unnoticed but could be the line between life and death in certain scenarios. For example someone in a gun fight being able to bandage yourself and reload faster while your pinned down could mean the difference between being flanked and having time to return fire. If despite my thoughts people would still grind under the harsh conditions i would not see a problem with this, everyone is entitled to there own way of playing and would actually give players a side goal that contributes to there survival. But if this is seen as a problem, There could be constraints on how many skills you can cap to there fullest and random variable target uses for each skill meaning you would learn from experience that grinding is not predictable enough to be viable but would occur naturally performing things you always do anyway. Most of my thoughts to these i have mentioned, although i like the idea of iron belly and nutritionist, I don't find these very authentic much like my odor idea before, real life eating a lot of rotten food would make you ill and eating a lot of fresh fruit would simply be tasty. I would love some sort of locked door mechanic to provide a lock picking skill, so long as doors could be broken down too using anything from a gun and shooting the lock to smashing it down with a fire axe, obviously having a skill in lock picking would provide a silent way to get into locked places which overall aids survival. Another idea i have is not really a skill but would act much like one eating excessive food (Eating when not hungry) could put on weight which would naturally protect you from the cold to help prevent disease, this body weight would be constantly changing so you would need to binge eat at regular intervals to keep the weight on. If poisons were ever added this could delay the onset of such poisons. Also i seen this suggested elsewhere but i think it could apply to the goals of this thread, the growing of facial hair, some people are very particular about their characters overall look, if they wanted a beard the only way to achieve it would be through long term survival, and of course you could shave with an axe, knife or razors once a day if you don't like it. It almost acts as a badge of honor, proving your ability to survive.
  10. If the innate ability thing were to be added i would suggest it only speeding up the learning process of one or two skills nothing more. So some might only need to meet 3/4 of the requirement to increase a skill this is not far from how it is in real life.
  11. Reading through this thread I like where this is headed my personal thoughts would be to have all skills open, whenever you perform an action the action is linked to an appropriate skill which increases each time the action is done. Each skill would have a bonus to the action its assigned when the skill has reached a certain point. e.g after bandaging 50 times, you will bandage 0.5 seconds faster. Other possibilities could include: Reloading - after 50 reloads, you will be able to reload 0.25s faster, 0.5s after 200 reloads Gun Care - maintaining a weapon will result in slower item degradation Athlete - after running for 2 hours in game time, increase the amount of time you can sprint without running out of breath Escape - after being handcuffed 10 times, gain the ability to slip out of handcuffs after 3 mins of being handcuffed Repair - after fixing 10 engines, gain the ability to repair engines faster, and use scrap parts to repair damage Chemist - if junk medicine is added then after taking drugs 50 times, ability to craft drugs out of various chemicals Improvising - after crafting 100 items, you gain access to a few unique recipes, having a degree of skill in particular field will add a unique item in that field i.e. having improvising and gun care will allow you to make an improvised gun with low durability Hunter - after gutting 50 animals, you will gain an extra meat from each gutting Odor - after being attacked by 100 different zombies, zombies will be slightly less aware of you making it easier to sneak Melee - after 100 melee strikes melee weapon will degrade slower, after 500 the weapon will break bones more often (with select weapons) I think you get the idea, the numbers here are not important they are just to illustrate my point. Each skill would simply be a counter for how many times you've done it therefore your accumulated experience in using the skill, which would provide small bonuses that would be added incrementally to the player so its almost unnoticeable but upon death it will be apparent, there would be no way for a player to check their progress of each skill they would simply benefit from long term survival playing the way they want to play. Among-st the many possible skills players can achieve there would be a select few that are much harder to achieve and provide abilities to do things in easier ways. An example to illustrate my point: after achieving say high skill in medicine, herb gathering and improvising you could produce makeshift pain killers as an alternative to finding a hospital and looking for pain killers using herbs and water. Point is doing something alot results in an increased ability in doing that, you die you lose all progress on these skills and start fresh. More thought could be put into skills that benefit others more than yourself that could be attained not necessarily by playing with others so even a lone wolf could prove useful in a tight spot to a team. I also agree about the ideas on maintaining weapons, a more fleshed out idea i have on this would be to have a hidden attribute that can only be seen by those with gun care skill, this could be implemented simply as a clean gun which could be done with rags, as you do it more you'll know how to apply oil and discern if weapons found in loot is valuable or not instead of finding out the hard way when you go to shoot a zombie and your gun jams. This sort of logic could be applied to alot of things such as having a keen sense of smell you can tell if food is close to being rotten but not quite their yet so they would know what foods to eat first and help a team know what should be ignored and what should be taken. Any thoughts?
×