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slipperyminx

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Everything posted by slipperyminx

  1. slipperyminx

    Safehouses +other ideas

    EDIT: *Idea addition: Colorblind mode. EDIT: *SH alteration: SH loses consumables on a daiy basis while offline. ****Safehouses**** Starting out in DayZ can be excruciating, losing your equipment from death can be crushing, my proposal is this: Let players make Safehouses. In the event of death they can return to their safehouse (S.H.) and get their backup equipment; these S.Hs can be linked/tied to the account so they cannot be raided when the user is logged off (but ARE at risk of raids when the user is playing online.)This also minimalizes conflicts with other users sharing the same house during gameplay and during offline (this probability is small, but still a factor, and should a "Same-S.H". conflict arise, then the Loading-player can be redirected to another server that bears same Sever-Filter setting that they chose from the last Server-Filter [ping, player count, etc.]) With an S.H., the Player can stock up on backup equipment, food and medical gear and help friends (both new and respawns) to get back on track. This also lets the player use different gear whenever they so desire thus adding to the customizing experience further. It gives the player a sense of ownership, safety, and enhanced comradery. Furthermore, the player is always out looking for items, even if they cannot carry more, this Game-Mechanic should be encouraged, for players will actively go out looking for food (and other supplies) and returning "Home" to deposit them for alter use. *Boarding up windows: Players can also board up windows to prevent light from leaking out at night, or repair Window Shutters to accomplish the same result (with aide of the Hammer, Nails, and planks of wood. Cutting the wood requires a Handsaw or the use of Industrial milling equipment. *Locks: Whether or not they can be locked with a key, or barricading the entrance, or have a stealthier alternate method of entrance through a Window, Celler doors (due to the windows and doors being barricaded,) or through a hole by a shrub close to the side of the S.H.. This can be debated. Locks (anykind: internal [doors], external, doors+windows) can be destroyed. *** SH alteration idea: The Offline SH will gradually lose supplies on a day to day basis. Food/water/gas will decrease in % as if your player is actively using them. So when you log in you'll have to find more supplies. Now, I DON'T want to player to die via offline from starvation because it's not standard in the gameplay and we Players don't always have the time to commit to the game on a scheduled basis. For the most part, we've all got Jobs, Families, etc. But, gradually losing supplies, I think is a good trade off. *****additional ideas***** [you can refer to these additional ideas by their numbers to save time/typing.] 1) In-game Chess/Checkers set & Solitaire/Poker cards: This idea goes in-tandem with the S.H., it requires minimal programming for Chess/Checkers/Solitaire/Poker +(Poker chips)-game-logic for the ONLY way the pieces move is by the player picking up the piece and moving it. creating 3D models would be a piece of cake due to simplicity. The purpose: is to allow players who are recovering from severe wounds time to recuperate in safety, or allow the player(s) downtime while greatly minimizing the concern/worry/paranoia of the outside world without the player having to log off from the DayZ game. 2) Vicinity Trading: Allows two players or more to trade in their local vicinity without having to drop items. Efficient... This can be implemented in the "Tab"-Inventory key near the "vicinity-item column." OR theres a button by the "vicinity-item column" that converts it into "vicinity-player-trading-column." 3) Hand by Hand Trading: An object in a players hand can be given to another players hand. A deeper purpose for this is in the next idea-suggestion (Rope) 4) Rope --> additional attributes [irrelevant to S.H.]: If stuck in a hole (if digging holes is implemented) will allow a comrade to tie rope to a sturdy object (tree, post, a team of friends holding the rope taut) and send the rope down to let the trapped player climb out. If players can dig holes/traps, then that action should be balanced with something to solve it; ie, Poison & Antidote, Yin & Yang, etc.) 5a) Duct Tape (D.T.): *Disclaimer*: I have yet to use D.T. so I don't know what its in-game uses or limitations are, or if they're even implemented: Temporarily attaches ANY object to another object. Will eventually fall off in Time, Usage, Whether Conditions, chemicals (that quickly make the tape fall off.) Reason: If the Left 4 Dead survivors have flashlights Zip-tied to their Guns, so can we. When the tape does fall off, the must be a notification, sound or text. 5b) Zip ties: (do I have to go into detail with this idea?)... Temporary Handcuffs that can be cut off, tie items together (ala L4D2 Lights tied to the guns), etc. 6) Colorblind mode; Though I'm not afflicted I play with others that are. No furhter explanation needed. 7) Bullets can peirce through walls: Depending on the material and calibur various bullets can peirce through walls.
  2. slipperyminx

    Safehouses +other ideas

    (Note: I've only played DayZ Standalone, I haven't played the Arma series or DayZ mod.) Well, you are certainly correct that the fear of losing everything IS a part of the aspect, and being able to return to your safehouse after death DOES mess this mechanic up, so I want to find a balance with this idea. There MUST be a way, for all players (Bandits+Heros) to have their cake and eat it too (to clarify: the Fear of losing everything.)... Maybe this is where a larger portion of crafting comes into play, thus requiring more game-time in order to "earn" it? Though, this creates a "hole", you already have premade houses, what can the player craft that will take a long time to create to implement into the premade houses (to keep the house ingonitio but ALLOW it to be an SH...? It worth debating at the very least. I definitely don't want 100% safe "anything" cause that DOES ruin the total paranoia of the game, which is a definite Mechanic (along with it being an MMO.) Thusly the PvP+PvE is what makes the game what it is, and while I know many players ("liberal pacifists") try to water down this aspect, I merely want to expand on the game with fresh and innovative content, make the new aspects balanced with the PvP+PvE mechanic retained while trying to keep the game as it is. After all, excessive content addition CAN hurt gameplay. Well, I'd be fine with the SH not being tied to the account and allow for offline raiding, but there are hundreds of thousands of players, and this means we'd run into conflicts with players occupying the same SH allllllll across the map. And then you have Server-Hoppers, or Restarting Servers and I don't see how a perminant Offline SH would work. So the purpose of being unable to raid offline SHs was to prevent that. ONLINE however... Your SH is still vulnerable. 'Sides... If the door is locked, you can always Picklock it or simply shoot the lock(s) off, break-down the door or windows... A 12gauge shot will do that perrrfectly; sounds gratifying too. And having various caliburs peirce through walls is a great idea and further adds to the urgency and realism. ** SH alteration idea: The Offline SH will gradually lose supplies on a day to day basis. Food/water/gas will decrease in % as if your player is actively using them. So when you log in you'll have to find more supplies. Now, I DON'T want to player to die via offline from starvation because it's not standard in the gameplay and we Players don't always have the time to commit to the game on a scheduled basis. For the most part, we've all got Jobs, Families, etc. But, gradually losing supplies, I think is a good trade off. *fyi, i'm gonna post this alteration idea into my post topic for new readers, so I don't have to keep explaining.)
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