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Multiple-Player Dependent Actions (Assist,Lift,etc)
bobotype3334 replied to Merc.'s topic in Suggestions
It's bulk not weight that's the problem, and I was talking large bags of cement. Bags of shingles are not bags of cement. The game "The Forest" is also not DayZ. I do. Building zombieproof walls. I came, I saw, I fortified. Once again, it's the awkward bulk that prevents efficient carrying, not the weight. -
Multiple-Player Dependent Actions (Assist,Lift,etc)
bobotype3334 replied to Merc.'s topic in Suggestions
2 people being needed to carry a log or other heavy building material [sack of cement or sheet metal]? -
Where is the "Certain melees/lockpick" only option? High calibre weapons make locks harder to open
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Devs have a "zombie life cycle" on the way don't they? I would like to see what they have planned. I also think it would be a nice detail to see zombies attempt to eat food/drink water they come across, if you don't disturb them. It would be a good explanation for the paucity of the supermarkets, and for the zombies still having the energy to physically exist.
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I don't know if anyone here still plays the mod, but in that we had atmospheric music that went BOOOOM... TISHHH... BOOM... TISH... which was extremely demoralising and added to the fun. It wasn't encounter based though, you're right about not needing that. Optional Atmospheric music, and guitars, would be gr8. S.T.A.L.K.E.R. has guitars, doesn't it? Edit: not that I'm saying that DayZ should be like Stalker, they're two different games of course, but it would be a lifelike addition to have ingame instruments, even a banjo or something
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Maybe not with the "the government were experimenting on the zombies" thing, but places that have too many zombies for you to safely enter without backup would be great. I already made a thread on this you might like to read. http://forums.dayzgame.com/index.php?/topic/215346-in-server-objectivesraids/?hl=raids Also minibosses is a bad suggestion. DayZ is not meant to be "gamey". It's the "anti-game", which is what makes it so immersive. Bosses and minibosses are very "gamey" no matter how you spin it; I understand you realise this with not wanting loading times. The concept of an "instance" doesn't have to be, though, it can just be more zombies collected in an area than usual. In my opinion the most tough enemies we should be facing are bears, or riot cop zombies wearing kevlar [making them take 4-6 more bullets at the most]. I guess you could ostensibly call them minibosses, but they'd be spread around randomly, not put in a neat little set piece which is easily recognisable as one.
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Alcohol: Beer, Wine and Spirits. And craftable Distilleries.
bobotype3334 replied to bobotype3334's topic in Suggestions
I was thinking wine cellars [if they ever implement underground] and City Halls and the occasional house or farm house would be the best place to spawn wine. Are you hinting that spawning in American helicopters would point to the crashes being alcohol-related? ;) -
Alcohol: Beer, Wine and Spirits. And craftable Distilleries.
bobotype3334 replied to bobotype3334's topic in Suggestions
They need to change tomatoes to 20-30 minutes, yes, even with accelerated time it's ridiculous. Anyway, distilled spirits are more useful than wine, which is why I was suggesting if any alcohol crafting gets added it should be distilling first because it's the quickest and most useful. Why should champagne spawn at helicopter crash sites? -
On the subject of zombies, who everyone seems to ignore ;_; If zombies are triggered by gunshot sounds, the triggered ones should be immune to being triggered by another gunshot for a minute, so that they don't get "confused" by multiple shots or two people firing at each other, and just follow the gunshot sound to the original person to take the shot without going off course. Unless, of course, they run into a Survivor on the way.
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I want to see the same in terms of speed and stamina, but I want zombies to be slightly tanky too. Able to take 4-6 body hits depending on gun strength, and even 7-10 body hits if it's wearing armour[riot police zombie]. But yeah, if zombies hit very hard, if they can spread disease and tackle and bite and break the skin and bones, and players don't want to fight them at close range except in absolute necessity, then bullets are going to be used less frequently for KoSing and more frequently for killing zombies that can't be shaken off or avoided. Currently zombies are harmless enough melee combatants that you can do without a gun against them. mmmm. This was what I loved about dayZMod, how there was an intense feeling of fear and vulnerability which got you even when not many zombies were around. Zombies were a serious threat, enough that you'd crawl a football field to reach a hatchet if you needed to. And then that BOOM... TISH... BOOM... TISH... music would come in and demoralise you further. It was a really convincing recreation of what it would actually be like if we were in a zombie apocalypse, primitive and hunted hiding on the ground and brush. And it was great. Current dayZ is "I'm running around in the open looking for a non mouldy orange. Oh, there's some zombies, better dance around them in circles with my melee weapon!". If they can recapture that playing terrified hide and seek in bushes with zombies feeling, I'll be SO HAPPY. Plus the fuck yeah zombie slayer feeling when you get loot, of course.
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Alcohol: Beer, Wine and Spirits. And craftable Distilleries.
bobotype3334 replied to bobotype3334's topic in Suggestions
I hope they like some of the qualities I suggested. Such as flammability, which I could see leading to Molotov cocktails! To my knowledge, distilling is a faster process than making wine, and grape gathering and pressing and leaving to ferment for two months would be way more labour intensive/time-consuming than gathering potatoes and distilling over 3 to 4 days. Although you could be right. But I think vodka, as a potentially useful crafting ingredient, should have priority over implementing production for a "foodstuff" like wine. -
I prefer the "prison shiv" system. You rub the end of the stick against rock or concrete for a few hours at a diagonal angle until it's pointy. And OP I'm fairly sure they were going to do this anyway. You have a point there; but if you have a knife, you can only do short range stabby stabby, With a pointy stick, you can do long range stabby stabby as well as have a knife. Range is definitely important when you're dealing with zombies who can give you gross diseases or induce bleeding with their bites. Ideally, you want to be fighting at a distance.
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Alcohol: Beer, Wine and Spirits. And craftable Distilleries.
bobotype3334 replied to bobotype3334's topic in Suggestions
So a TL;DR: alcohol would make you able to keep doing stuff even when you're freezing or in shock, although your body still takes damage in battle/accidents, and you can still get hypothermia [because alchohol only gives an illusion of warmth]. This is at the cost of being drunk, which will make you unconscious [asleep] or even dead if you drink too much. Depending on the type, you can also use alcohol as a fuel, an explosive, a crafting ingredient, a sterilizer, a source of water, or a source of food energy. It would also add to the feeling of being in Eastern Europe. -
Alcohol: Beer, Wine and Spirits. And craftable Distilleries.
bobotype3334 posted a topic in Suggestions
The various uses of our good friend the little brown jug. I'm suggesting 3 styles of alcohol be implemented, which have differences in their qualities: Commonness: How often you will find this type of alcohol in DayZ.%ABV: How drunk it gets you. Being drunk can mitigate shock and cold, but Intoxication can cause slight loss of control of the character over time, and eventually sleep or even death. A bottle of vodka will induce sleep, and 2.50 will cause death.Hydration: The thirst reduction of the drink.Energy- the nutritional value; how much it helps with hunger and stamina.Flammability-How prone to explosion and burning the drink is, and thus determining if you can make Molotovs, pour it on a fire, etc.Sterility- Whether you can use it to clean something. http://www.straightdope.com/columns/read/2978/can-liquor-be-used-as-an-emergency-antiseptic SPIRITS- the "Rogue" class Very intoxicating and has essentially no nutritional value; but gets you drunk/kills pain fast, and is useful for burning or fuel. Appears as "Motherland" Vodka in cans and bottles! Yay! Uncommon spawn, 40% ABV, negative hydration, no energy content. Highly flammable. Can also sterilise. BEER- the "Barbarian" class Common stuff, plenty to find and get pissed on. Not too useful for crafting, but it is a source of hydration and energy. Appears as "Little Boy" Lager [A common brand of beer in Russia is "Fat Man"]. Blue labelled plastic bottles. Or cans perhaps. High spawn, 10% ABV, low hydration, [half that of water], low energy content, Barely flammable. Non-sterile. WINE- the "Wizard" class This refined beverage is for only the most sophisticated Survivors to loot and drain down their throats. Proteins and carbs, mmm! Twice as intoxicating as alcohol. Appears as Pinot Zoir, a red wine in a green glass bottle, with a red label. Rare spawn, 20% ABV, low hydration,, medium energy content, Mildly flammable. Non-sterile! Also, I'm suggesting that players should be able to distil vodka, although not beer or wine because that would take too much effort. You need grain or fruit or potato or sugar, and the use of an existing distillery in the ingame world, or some pipes, barrels, and a fire to make your own still. Not quite like this one, but similar. -
The Xbone is for CoD, Ryse, watching you while you sleep and Madden 2014. Not for something like DayZ