slipperyminx
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Some realistic ideas for craftable Items not suggested before
slipperyminx replied to HomerJay27's topic in Suggestions
I like these ideas. The larger improvsied backpack, Clothing renforcement and SKS attachments are my favs. -
This idea came to me last night when visting several Loot-splosioned severs, in which there were many empty spray cans. Making a better surpressor came to mind, as I've seen people on youtube make them out of oil filters. While there is already an improvised surpressor, this could offer more uses; lol, I guess bigger Rounds would require Butane Gas Canisters for repeated use? I can see Tools as a necessity to compelte this, like wire cutters to remove the Spray-Head and Ducttape to finish it off. Just an idea, and I don't expect it to be favored; I'm just trying to get the ball rolling. But, I feel like there could be other good uses for them. Clearly, refilling them with spray paint won't do, even if the devs implemented buckets of paint, creating internal compression and sealing it off would be something only a factory could do. And while I'm fine with the idea that not every item can be used in crafting, it's fun to at least consider as many options as possible before delairing something un-craftable.
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@Sneakydude: ~Ohhh RATS... ARRRGH. That would be nightmarish. A Molotov would probably be the most effective weapon against a rat horde.
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slipperyminx started following Animal Zeds
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Aggressive animals are in the works. So, rejoice, you'll get those long before I get my Zed animals xD. And yes, a Bear and a Boar attacking players would be pretty awesome; and other animals as well. I too have though of this, in regards of the Swarms of birds. I think there should be a Bird-Size "rule", where anything smaller than a Crow doesn't have the ability of being a Zed. I also like the idea of the Zed-Animal %, cause this would indeed effect Hunting if there were more "Zedimals"; though, I think servers should have to option to increase the amount potential Zedimals at their discretion. Perhaps injured animals with low health are prone to becoming infected? Ie: an animal gets heavyily injured from a zed and then eventually becomes one. This way, even if some animals kill each other they won't become Zeds unless they've made physical contact. I imagine birds having the lowest % of being a zedimal, being that birds of prey are very intelligent and can tell when a potential meal has -(shall we say...) expired? >:D
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Title says it all. Aggro-Animal-Zeds would be a true survival tester. Flocks of undead crows/birds would be a true nightmare, or even a single Zed-bird would be utterly surprising to any nearby person whether they're "camping" or enroute. Packs of undead wolves, bears would pose a huge threat to camps and locked doors because they'd be like the L4D Tanks and can take tons of gunfire. I dunno about undead-fish, but it would sure deter most people from swiming in any kind of water; definitely requiring a boat just to get to Prison Island xD Undead Dogs, Cats, Elk. The list can go on and on. It would certainly make finding companion Animals and lving animals for hunting that much more scarce. All in all, if it was good for the Resident Evil series, I think it can work in DayZ SA.
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... Can't burn Ruined Logs..... ....Yes.... Meow, lets look at this logic [yes I did say Now just Meow.] You CAN'T burn ruined wood... *thinks aloud, with a George Carlin voice* Is it still a Wooden Log?.... It is STILL a Wooden Log... Is it whole?.... Yup, it's still whole... No additives?... No Additives... But it can't burn?... it can't burn... Huh... You stumped me, man! (a ploy on his "Semi-Bone" stand up shtick.) Hehehe, ok, seriously lets think of this logic. While I totally agree with Deans rational between the balance of Realism and Funfactor, the fact that Chopped Logs/Firewood cannot be Burned for a fire is pure comedy. Discuss!
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The somewhat recent discovery of "Bone Health" has been receiving mixed reviews, myself included. This is my proposal: Continued damge to the bones results in gradually poorer usage. Too many breaks in a leg will result in a perminant Limp. Too many Broken Ribs results in unconciousness and then Death. Arms will not be able to swing melee effectivly, and increase Gun recoil. Etc. To me this proposal seems logical. But, with it's current setting, dying from a single blow to the arm when that Bone has rarely been hit is just feels like a wrong programming justification. I agree with Dean Halls March quote that we can make things as realitistic as possbile at the sake of fun, but we're not, there's has to be balance between the two; it went something like that. But it just feels like the whole body is being generalized for Bone Health instead of it individual parts... Which is contradictory to how the body functions in-game. Shoot a leg, and you can't walk, etc.
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Experimental Branch: 0.47 Discussion
slipperyminx replied to SmashT's topic in PC Experimental Updates
@trev186: What places are spawning loot rapidly? I want to assume it's Military Bases/Airfields; (i haven't played in 3 weeks, 'been too busy.) -
@Lithium: Well, people kinda already do that with Sprays,a lready. I think we've all seen something X-rated by now with Sprays, even if your not the one Spraying the image. 'Sides, even if the game is M-rated people will play regardless of age, they'll find a way, but it's in the hands of the family. And, DayZ is pretty brutal as it is, and has a UNFORGETABLE reputation... Compared to the aforemention, painting Gentiailia is barely a concern in terms of it being "politically correct". Aside from clans, DayZ is LAWLESS in terms of social decorum. And that's just one side of the coin, the horrid stuff people WILL do, but consider the flip side: Art. You could have DayZ clans where they try to enter a populated server and do "Urban Graffiti Artist" style work in a choice area, or one that leave real gems on low pop servers. Another method i see this working, is that if you just want to paint you whole weapon, R-click will say paint all, or if you have x-amount of spray cans you can choose a custom camo job made by the devs (so the players can get it instantly. There's your black gun sir :D. The thing with textures is that they can take a bit more time to make (depending how you make it),since a lot of programming/calculations is going server side, it would be easy for the players' computer to do some simple executions to acheive this. Also, consider this, you wouldn't have to make a ton of extra Spray-C. Texture depicting what color they are, simply by allowing an empty space on the can to have teh engine depict the color via immediate UV paint mapping (like a green-screen/ alpha channel.)
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To add a new level of customization, I propose that Spray Paint is executed in the engine as UV Painting. For those who don't know what this is, is it's 3D Modeling term/function that it allows the engine to paint objects without the necessity of Texture Files, the draw back is that the paint will not look like real paint, but just straight up color. Unless times have changed with this function, then it means that it's not labor intensive on the engine, requires less Custom textures and will allow for FULL custom Painting. The way I imagine it is that Player can Paint in real-time on any object, just by holding the can in their hand, pressing the Shoot-Button on the mouse, and moving their Hud to create their own custom lines, patterns, etc. You could create your own camo on any kind of clothing, customize your Ballistic Helmets and tac-vests, Camo your Weapons, Vehicles, Backpacks, etc.
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With the prospect of future "Advanced Animal" integration, I think Hawks would be a great Animal to have as a Companion. You can use the Hawk to scout out areas, and give enemy positions away. I've thought about being able to take control of the Hawk to do you own flying, but I feel that isn't exactly realistic; even though D.Hall says that the game is in the middle ground of realistic and game), so maybe the Hawk can have these abilities as AI? and you have to watch where it goes, or have it return and give you some sort "sign" of how many players it sees; ie, it'll quietly talk and each time it talks represents how many players it sees; maybe to throw the player off a little, those "talleys" can be animals and players. The way I see it, is that you have to train the Hawk first, ie as a hatchling and raise by keeping warm (as an egg and baby) and hunt other animals to feed it. How'd you train it for identifying other players without being shot? I'm not sure; maybe that's too much realism XD,) and so maybe it's controlled by AI. Another issue is, telling the bird where to go and how far, and when to come back. I haven't thought of this much, this was really spur the moment.
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Tie Bandanas around arms for easy team spotting
slipperyminx replied to slipperyminx's topic in Suggestions
@ lootable: Indeed, around the neck and mouth for sure. Many times I've felt that the neck can give you away, and the only item that remotely offers camo for the face is the gas-mask... Lol, we needz face paint too. But, I think I've already made a suggestion for that. -
Going prone in grass and having it disrupt your vision is a common complaint, and my proposal is to mimic the "Peeking/stand-on-tip-toe" controls from Metal Gear Solid 3. For DayZ, i recommend holding both look buttons ("Q" & "E") to make your character raise their gun+body/head above the grass a little; juuuust enough to see through or above the edge of the grass. Granted, it won't be as fluid as MGS3 cause it sported a pressure sensitive controls/controller, which allowed the player to control how high you peek, but I think it's a step in the correct direction to "fix" this issue.
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I think it would be pretty cool to tie Bandanas around arms for quick team recognition without sacrificing freedom of choice when it comes to clothing, or hats. Some Clans/Groups try to create uniforms, and often Hats are chosen to allow the player to keep their clothing for whatever environment, but wearing a Beret instead of a Ballistic helmet offers no protection what-so-ever. So I think Bandanas around arms would be ideal.
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Much of this game tries to implement a sense of Bodily realism, lets up the Anti: If you eat too much of one food your character will get tired/sick of it, and further prolonged eating will make your character Vomit. This makes other foods even more valable than they were before. With the variety of foods and drinks, many of these items are more "well rounded" than others, with Baked Beans on top as the mighty hegimon, and Spagetti leading 2nd. Now, I luv mah Baked Beans, Hell, I love Spagetti even more! But I guarentee you that you'll get sick of either of them after eating them CONSTANTLY... LAWL... Eat enough Ice Cream, and you Puke Rainbows! XD... Now... All they need is Beer and Vodka in the game and the real party begins XD