-
Content Count
435 -
Joined
-
Last visited
Everything posted by bobotype3334
-
Deans wants to bring Base Building Mechanics from Dead Linger - video
bobotype3334 replied to TEST_SUBJECT_83's topic in General Discussion
I don't want Minecraftian behaviours around, but it is entirely possible to throw together a usable flint axe in real life so I see no reason why you shouldn't be able to in DayZ. The option would just be there for people who want to go out into the woods without even entering town and, with difficulty, make everything from scratch. Also, let's say that they also decide to decrease axe spawns, which would make sense considering that only houses with fireplaces would really reasonably need firewood axes. Then there's an option to make a shitty one yourself. Calm down, I'm not asking for fucking diamond swords. I thought required dimensions would be really stupid, actually. Maybe sawing timber poles/planks into half height or thickness would be useful, but apart from that I can see no situation where you'd really care about the dimension difference between a 2 tall metre item and a 1.5 metre item. If 2 metres is too tall for you, break up the timber into 1 metre planks. There is nothing to worry about. And 1 single log after tree chopping would be about 10 metres tall, which is why I said 3-4 items, buddy. As for your genius comment about timber logs being placed in the inventory, I quite clearly state that you can chop them up into Planks in order to fit them into your Backpack. They are roughly the size of an adult's torso, which is of greater mass, in fact, than a coffee table. However, it is indeed possible to carry a 2 metre by 75 centimetre log in the arms, or you've never heard of the caber toss. I've done it before. But it is not going to fit in a backpack, so YOU need to READ the DIMENSIONS. I know metal weighs a tonne. But the metal scrap I'm talking about takes up 1 slot, meaning you can only carry 35 pieces of scrap in a backpack at a time. What's so hard to understand about that? Also, I mentioned specialised tools. Can you only read the things your eyes want to see? As for the pit/pond thing, concrete is in no way a necessity for digging a hole in the ground and sticking a piece of timber or metal upright in it. How do you think Wild West pioneer soldiers made their wooden stake forts? However, it's a cool idea, and so is digging wells OR traps by going deeper. -
Deans wants to bring Base Building Mechanics from Dead Linger - video
bobotype3334 replied to TEST_SUBJECT_83's topic in General Discussion
Anyway, what I reckon is with a building system that is realistic and requires resource gathering and free placement will be great for encouraging teamwork, will take some time, and will give players something to focus around, retaking town buildings OR going full lone wolf innawoodsman and building a log cabin, alone, from scratch. However, cutting off a little realism by enforcing a 6.9-metre height limit will save physics that details why a 4 story structure cobbled together from plywood and scrap metal won't work. Calm down buddy boo, this thread is mildly productive. -
Deans wants to bring Base Building Mechanics from Dead Linger - video
bobotype3334 replied to TEST_SUBJECT_83's topic in General Discussion
I made a nice image to go with this but couldn't figure out how to upload it. How's this, chumps: Base building consists of reclaiming, constructing from scratch, using tents or digging. Addition of these elements is required: Gathering Grass, Rocks and Sticks off the ground. Grass and Sticks are only gatherable on ground with a tree overhang and grassy ground, while Rocks can be collected from everywhere that isn't sand, carpet, cement or wooden floor. These items have many versatile uses for an innawoodsman, but I'll stick to base building here.Ability to craft these Grass, Rocks and Sticks into an Improvised Axe over a 100 second building animation which cannot be interrupted or else you have to start over.Axes, Improvised Axes, Chainsaws and Hacksaws can all be used to turn Trees into Stumps and 3-4 Timber Log items after bashing/hacking/chopping a Tree. The Stump will become a Tree again with every item respawn.Timber Log items cannot be placed in the inventory, only carried, and are about 2m by 75cm diameter. It can be placed immovable in the ground if you dig a Pit to stand it up in, or they can be stacked on each other horizontally and supported by standing-up Timber. Either of these count as a player's placed Construction. You can also hit a Timber Log to turn it into 4-8 Planks. 10 Logs can be transported maximum in your average Car, 4 in the backseat and 6 on the roof.Planks are yielded from Timber Logs or broken furniture, take up 2x6 Inventory slots, and stack in the inventory in piles of 4. Ingame, they are about 1 metre by 40 centimetres, and are great for barricading Doors, making Doors from scratch or putting up walls/rooves, and making ramps or steps to get to the top of things by stacking them or putting them on the diagonal. Smashing these yield 5 Firewood Chocks.Firewood Chocks make good step supports or firewood, that's about it.Metal Sheets come from factory-type areas in general, are 2 metres by 2 metres, don't fit in the Inventory, and are great for throwing up quick Walls or barring up Doors entirely. Requires a Hammer or Screwdriver or Drill to affix to things, and a little time. Can be fabricated from 10 Metal Scrap, and breaks into 5-7 Metal Scrap when smashed.Metal Scrap: Normally used for repair and crafting, but can also be used to cobble together a Metal Sheet using a Hammer/Screwdriver/Drill/Welding KitMetal Poles spawn in industrial areas. They are 2 metre by 30cm sturdy poles, and can be placed upright just like the Timber Log if you have a Pit to upright them. Pit or Pond: You can't place a Timber or Metal Pole upright without digging one of these bad boys first in any non-rock/cement floor; using a Shovel halves the digging time. If unfilled with an upright and in the open, will fill up with 60% purity Water when it rains, but this evaporates soon after. Rope:Connect to an upright to make a Hinge, which can hold a Metal Sheet door or a Door made of Planks. Opens just like a normal Door! Also create a Rope Ladder to access a second or third level.Sandbags: Fill Burlap Sacks at any non-Rock/Cement/Timber/Carpet tile to get a nice full Sandbag which is great for closing up areas and takes up 5x5 inventory slots when full. ALSO MAKE BURLAP SACKS COME IN STACKS.FURTHER NOTES: All of these would be counted as "constructions" and tied to your current server. When you jump server, they rapidly deteriorate, and simply despawn when item respawn time rolls around. Other players, and zombies, are free to attack them as they wish; a zombie will only attack it when it's inbetween them and a player they can see/smell/hear, and the zombie will climb over anything less than its head height or under anything with a high enough gap between it and the ground, and try to some extent to go around things like narrow Poles if there is a way around, but it is possible to "corral" zombies as they won't attack things not in their way. Zombie attacks are able to smash a Plank in three hits, knock over a placed Upright pole or timber if two zombies are hitting it, but four or more Zombies need to be present to break a Metal Sheet apart. Players can use melee weapons to break a Plank in 2 consecutive hits, destroy a Timber Upright into Planks in 10 hits only with Axes or 1 second with a Chainsaw, and knock out a Metal Pole in 10 Melee hits, and rip apart a Metal Sheet with 10 hits. Sandbags take four consecutive hits from anything each before they break. Planks do not stop the passage of bullets, only line of sight. Also, wooden constructions are flammable. If a Construction detects no terrain or Construction beneath it to support it, it will fall/break; if the Construction feels itself to be more than 3 stories above terrain, it collapses also. When a player is near a Construction, the game detects in the cardinal directions whether the player is surrounded by Construction walls/rooves above the height of the player, or by Terrain walls/rooves. Detecting one complete wall makes the player a little warmer [wind shelter,] and warmth gained goes up in increments for every wall detected within 5 metres of the player in each cardinal direction and directly up. EDIT: And also, explosives just straight up fuck up wood AND metal, but Sandbags absorb spash damage from them quite efficiently. Sorry, Great Wall of Text over. <_< :emptycan: -
It will be seamless eventually. What you have to do if you want to jump at the moment is get a run-up first, then press [V] and do a Super Mario. As it is, jumping isn't too urgent at the moment anyway and perfectly timed jumps will just be abused by people hopping everywhere. There's more pressing additions needed and problems to be fixed.
-
This is bloody ridiculous, but maybe ridiculous and quirky and retarded enough to work. Especially considering the usual reason you log out is to go log on the toilet. Of course, it would make DayZ the laughing stock of gritty zombie apocalypse anti-games. Don't the devs have plans already for feces, urine and vomit? Enough Internet for this week, at any rate. You've taken all the good poop ideas, OP, and rectum.
-
Include alcohol bottles and increase tincture spawn rate
bobotype3334 replied to Yliparoni's topic in Suggestions
It's not ingame until it's working. Last time I checked, alcohol tincture wasn't alcohol, because you don't see people downing alcohol tincture bottles in pubs. Ergo, two different things. Stop biting OP's ass over small details, he makes good, sensible, honest Chernarussian suggestions. -
Over head camo: Yes please. You could string it up between trees with rope maybe? Although I can't see it being used TOO much unless you have a large base and fear of aerial attack.Improv Ghillie: I think they were planning that.Alcohol: Tell you what, make it a water substitute as well? Certain kinds of alcohol would make you thirstier and they all should make you nauseous, but most kinds of alcohol you find could be a water substitute which you at least know is sterile, even if it gets you fucked up.Insects: Beehives would be cool, but slow down on the natural meds, keep it basic man. Mushrooms and tubers and renderable grasses would be cool I suppose. The sort of hunger you get in DayZ wouldn't be able to be satiated with a worm, so there's not much point adding them, and flies and stuff would only be relevant as far as infection and decomposition, which happens anyway. Spiders might be relevant in old buildingsContaminated water: Confirmed, hence boiling, water purification, etcHeat/cold packs: Cold packs are too involved. We already have morphine and stuff for pain. Heat packs I can see happening, but they should only give minimal warmth and deteriorate with every rebreaking.Chemicals: Breaking Bad/MacGyver-style explosions? Love itDog tags: Been discussed and it essentially ruins the player's ability to make up a backstory for their character by instantly giving them a military background. You know what would be grosser but better? SEVER YOUR VICTIMS' HEADS/HANDS/EARS and WEAR THEM ON YOU AS IMPROVISED CLOTHING ITEMS. You know you're fucked when a survivor bandit with 12 trophy heads or 69 trophy ears is coming at you.Sandbags- Make it also fillable with dirt, so the only place you can't fill it is on rocky or concrete/carpet/wooden ground. Otherwise every single settlement will be coastal. Burlap sack spawns would also have to have a chance at spawning in stacks of up to 50, or else it might take a while to build anything at all.Human Doll/Dummy: I was wondering where you were going with this until I read your post! Sounds cool.Aerial Survey: Polaroids are confirmed. Let players work it out themselves, I don't think it will be too hard to spot settlements anyway. "rediculas"
-
Probably not, because if we get into that department then we raise the classification and have a whole lot less people under the age of 18 playing. Although that might not be too terrible. Sex is a cool motivator for p2p interaction but with full nudity available we would probably end up with people running around naked getting hypothermia and ruining the immersion, as well as a 70-30 gender ratio of primarily female Survivors. Boobs in irremovable bras are the answer here, not pubes.
-
Bras. =Boobies. Also, hair growth would do. I guess styling options could be added?
-
This is for serious suggestions, fool. If you aren't serious about female models having beards, don't post it. If you are, you're a fucking retard and can delete your account now.
-
I would say the standard time to grow a beard you could style would have to be 1.5 days of play, with maximum beard size capping at 20 days and reaching down to the nipples if untrimmed by this point. Right-clicking a razor could give you options like Van Dyck, Handlebar, Curly, Stubble, Toothbrush [better known as Hitler], Amish, Goatee, etcetera. Women, on the other hand, could counteract the majesty of beards-- because everyone would be too busy growing luscious beards to ever pick girl characters-- with breasts, by changing the current womens' undershirt to a more realistic bra [and removing the mens' one]. Objectification sure, but it would keep a good gender ratio happening.
-
Would be cool to paint the pilot-helmet. Because right now, it looks cool, but is like a blinking LED-cap. Buddy, slow down. These things are cool, but this is post-Soviet territory, not Red Dead Redemption. The poncho is definitely overdoing it. There are Russian ponchos in existence, but they're significantly different.
-
All clothing should have specific simple advantages and disadvantages so you can choose clothing that suits your needs. These attributes are not displayed with the item to the player, but are implied in the description [e.g. "these Jungle Boots are rough and ready" means they are durable enough to last you weeks in Pristine condition]. All attributes except a little warmth are negated if the clothing item is Ruined. SHOES Three stats: Durability, Sprint Speed and Grip. With the planned addition of clothing deterioration and foot injuries when not wearing shoes, Durability influences how tough your shoes are, and how long it will take them to go from Pristine to Ruined: Standard runners will last a while, but constant running will shred even Pristine Canvas Shoes in less than a day. Sprint Speed determines how bulky the shoes are, with Athletic Shoes having the best rating, nearly doubling your normal sprint speed. Other shoes like Jungle Boots can actually slow you a little compared to your normal, shoeless running speed. Grip is a crucial feature, and is a little lacking in Speed-heavy shoes like Athletic Shoes, but much more constant when not wearing shoes or when Grip-heavy shoes like Boots and Sandals. When you begin to run, you have a chance of tripping over and falling on your face [should happen 1 in 10 tries with normal Jogging Shoes]. Grip decreases the chances of you tripping, and also allows you to run uphill at a closer rate to your normal sprint speed. HATS Multiple attributes. Beanies and Berets and Ushankas give a sizeable bonus to your body temperature. Rocket shades, pilot masks, and other sunglasses tint your vision to a brownier colour in first person, and negate glare from the sun in first and third person; baseball caps and masks reduce sun glare in first person and third person as well. Gas Masks stop you from dying from gas and from being forcefed, Motorcycle Helmets can deflect a headshot bullet if in good condition and prevent forcefeeding, and Military Helmets decrease bullet damage. Headtorches provide the light source thingy. CLOTHING Attributes are Waterproofing, Warmth, Bulkiness, Armouring, Pockets and Flimsiness. Waterproofing is present in items like Raincoats, negating the chance of you getting wet in rain and losing body temperature/getting sick. Warmth keeps your body temperature up, preventing illness. Bulkiness of a clothing item has a very minor effect on your movement speed, Coats and Ballistic Vests being the worst offenders. Armouring decreases the chance of bleeding from a zombie hit or a bullet, but usually by only a little. Pockets are the amount of stuff you can store, and Flimsiness is the ability of the item to be ripped into Rags. GLOVES: These are tough and give you a little Armouring and Warmth. However, they should slow down inventory interaction a little so they aren't always a must-have item for players.
-
What we really need to do is make Military Helmets and Motorcycle Helmets a lot rarer, maybe in fact only spawning Military Helmets on military zombies. This would give players a longer search for a full kit and ensure we see more people in berets, terrorist-y headscarves, beanies, baseball caps, aviators and Wolf masks.
-
Also, military helmets and motorcycle helmets should be A LOT rarer. In fact, maybe they should only be a rare drop from zombies and certain northern military installations. Then we would see more people getting use out of beanies, berets, headscarves, baseball caps and what have you. And there should be no clothing restriction per gender-- all players should be allowed to wear all clothing items. Edit: Op, "cute" was a really unnecessary tag.
-
OP, yes to skirts and leggings and shit. In fact, some men wear leggings anyway IRL for the warmth, and you can pass off a skirt on a man as humourous pretty-princess behaviour. But a flat out NO NO NO to heels. Seriously, NO NO NO. Seriously, no. NO, Seriously, NO.
-
Welcome to the DayZ of Tomorrow, 2015 Feb [enthusiasm thread]
bobotype3334 posted a topic in General Discussion
Greetings, my friend! I see you harken from the Triassic era of Day Zed! Let me introduce you to the wonders of the CHERNARUS OF TOMORROW. -perfect wall clipping -action movie melee combat with zombies and potential bandits, stab one in the face with your pen and the swivel to decapitate another with a combat knife or Ivan the Terrible era broadsword! -Fly helicopters and light aircraft across the map, intimidating peons below! Hoon around in abandoned pimped-out Hummers, tooled-up police cars, speedy Skoda Rapids and buses and lorries! Sail boats off the coast, maintaining a pirate raiding fleet which pillages the shore as it pleases! Maybe even re-start the train for an up-and-down RIDE THAT NEVER ENDS! -Complete the ultimate challenge of turning on Elektro's power, by defeating the hordes of zombies such a noisy action entails, then light Chernarus up! -Build simple bases and towers. Reclaim towns as new human colonies, gathering resources for outposts. Maybe play as a pure survivalist, hiding in the relative safety of the woods and making your shelter from scratch. Take over abandoned military bunkers ^_^ -Hunt many things: Men, zombies, and animals. In this apocalypse you don't always have to be the prey! -Roll in all the devalued cash you could ever ask for. -Craft oodles of items from scratch-- improvised gas-canister flamethrowers, ned Kelly armour, duct-taped screwdriver bayonets, chainsaw axled bicycles. Disclaimer: This prediction of the future may or may not come true. -
Welcome to the DayZ of Tomorrow, 2015 Feb [enthusiasm thread]
bobotype3334 replied to bobotype3334's topic in General Discussion
Yeah, maybe just the current arms raised gesture but with palms closed would do -
Base Building - What would you like to see?
bobotype3334 replied to thedogfoodyayho's topic in Suggestions
I wanted to see it be able to happen from scratch, with the bare minimum of retarded Minecraft-style "recipes", and minimal menu interaction required to craft-- you make things in first person, for better realism. You get the option to gather rocks from the ground in any rocky area, and sticks from the ground anywhere beneath trees, and long grass in grassy areas. Rock, stick and grass, when combined over a brief time period [in the menu, yes], make an improvised axe. With that axe, or with a real axe, or with a chainsaw, you can go into the woods and chop down a tree or smash up some furniture inside a house. Chopping the tree will drop 2 large Timber Pole items [and make the tree a stump until items respawn], too tall for your backpack, about the height of the player which can be carried in the hands only. Further bashing this with your axe/chainsaw reduces it into 8 Planks [which are also yielded from breaking furniture], which do fit inside a large backpack, stack in twos and are about a metre long and 25 centimetres wide each, taking up 2 inventory slots by 6. Bashing these planks even more break them down into Firewood chocks, which take up a single inventory slot. Planks are very versatile, and can be thrown into a Barricade of 8 planks by inserting them into the ground, or can be nailed to doors on buildings with a hammer to board them up and render them unopenable. These Barricades can be used to shut off an entire street block. You can also carry and then place down Timber poles horizontally or vertically on solid ground or on other Timber Poles or Planks to form a nice big log cabin with the criss crossy edges, or a tall tower. Using a Hacksaw will neatly cut Timber and Planks in half as you require vertically or horizontally, giving you 1/2 Timber Poles, Beams, 1/2 Planks, and Stakes. Doors/Gates can also be formed with gathered-grass, or rope, hinges which affix Planks to a vertical Plank or Timber Pole. There would be a fair few logistics to work out with this method, such as restricting players from building mile high towers, detecting how a log cabin was fully enclosed and therefore warmer, and the issue of destruction of constructions, but it would mostly be the best method in terms of realism [rather than simply combining "Wood Logs" in your inventory to instantly put down a House item.] From there, we could also get Signposts and dig Pits or Ponds on grassy/dirty ground which fill with rainwater when it rains. Players could capture wandering domestic animals such as cattle or beavers [pretty sure Eurasia has beavers] and fence them in a grassy enclosure to farm them for food, and the rainwater you get from your Pits or Ponds would allow players to become mostly self-sufficient [depending on the weather]. Also crossbars to "lock" doors from the inside. -
Welcome to the DayZ of Tomorrow, 2015 Feb [enthusiasm thread]
bobotype3334 replied to bobotype3334's topic in General Discussion
FUCK YES. -
Welcome to the DayZ of Tomorrow, 2015 Feb [enthusiasm thread]
bobotype3334 replied to bobotype3334's topic in General Discussion
But by then they will have added sexy sex time of a sexual nature so you can whore yourself out to them for access to their nice things, then knock them out and run off with their beans. -
That's something I really really want to see.
-
Dude, that's exactly what I'm saying. I think that [in the far future] zombies should be able to "notice" a bigger group of moving around humans who are together as a distinctly bigger target from further away, like humans have the ability to do. They should have a greater set range for seeing bigger moving things.
-
The new logout system is bad. Very, very bad.
bobotype3334 replied to Grimey Rick's topic in General Discussion
Personally I think the logout timer should be cancellable, but take time to recover from. "Sleep" lies you down on the ground, disarms you, and things start to fade to black for 30 seconds. You cannot equip anything while going to sleep into your hands. When you stand up, the timer is cancelled. -
Large groups would be sick, so many possibilities. Vehicluar convoys, landmines, minesweepers and the like. Although we do have to remember this is a zombie apocalypse, so of course larger groups would have to attract more zombies. Seeing as players can spot a large group of players better from farther away, why doesn't the same apply to zombies? They just have a set "range" to sight.