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bobotype3334

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Everything posted by bobotype3334

  1. bobotype3334

    The Fun of Clans?

    Swannies man here, you guys deserve a win in my book :)
  2. bobotype3334

    The Fun of Clans?

    Just a quick question- can you explain to me what the attraction of supporting a pathetic team roaming the wastes of the AFL ladder is? Edit: I joke I joke I kid ;^)
  3. bobotype3334

    Just an idea for the future

    I've been thinking about this and have what I think might be a decent and relevant idea: character-memorized security codes and lock combinations which only your character knows-- not even you can learn them, so you can't remember them if your character dies. The map could contain locked doors, lockers and chests which would only be opened by a specific combination code. Entry to these locks would sometimes be impossible as no combination info would spawn, but sometimes combination info would be randomly written on a piece of paper in the vicinity of that town, and the doors could also be forcibly opened with large explosions. Knowledge of the combinations to these locks could be passed on from your character to other characters, eg.: "Here's the combination to a safe in Novy Sobor's green piano house," "G'day m8 here's a code to open a door to the concrete factory on the east coast." Some of these combinations would be linked to electrically powered doors, so players would have to get Elektro's power grid going before they could utilise most of the door codes. Players would then have an extra reason to keep their players alive even after being mugged/tortured/imprisoned, because that valuable door knowledge would remain of doors that open to rare-loot-spawn areas in major towns which are normally inaccessible.
  4. The kewl realistic and free-choice nature of DayZ really gets me going. Here's what I reckon we could make room for in the far future with gameplay for different players- not establishing "classes" or anything, just giving these playstyles a little room. Regular nomadic survivor: Moves around, looks for loot where they can, stays alive by whatever means necessary. So for this player, make DayZ Survived the most important game mechanic, with a most-days-surived player counter which is like a player's individual "score". This could be displayed on the player's main menu screen and on a 10-slot scoreboard on the server.GTA-esque player: All the cool vehicles, cosmetics, and fun stuff which allows a player to pretend the world is their oyster. Northeast coastal locations could be set aside for this with barely any weapon spawns, sparse zombie spawns, but more cosmetics and vehicles available.Role player: Inevitable. With enough costumes and varied locations we could allow people to re-enact zombie apocalypse scenarios within Chernarus itself, like Zombielands [defunct Soviet amusement park and rich peoples' homes]?, Day of the Dead [make a large supermarket], World War Z, 28 Days Later, etcetera.Innawoods man: For the SHTF lovers, having the ability to hide in the north from players and just run yourself a player-versus-environment game and see how long you last. Everything can be made from scratch tediously by a player who thinks they're up to the challenge; pick up sticks on the ground and rocks and berries to make makeshift shelters and very, very basic tools and snares. Hunt for food, get water from rivers [when implemented] without getting sick somehow, and eventually fell trees to build bigger constructions. Zombies and players may wander by chance in to your particular woods occasionally, so you'd have to be careful, and there could even be rare bear encounters. A small number of your constructions stay persistent in the game world, but fall apart when you die, and they can all be destroyed.Asshole bandit: Don't let it be too easy- add an unseen sanity meter which can randomly fluctuate upon killing players and not having social interaction, so you could suddenly flip out after murdering your 18th bambi and lose control of your character entirely, needing to find therapy for yourself via rest or drugs or alcohol or other coping mechanisms. But the random nature would mean it's possible to stay a cold blooded killer. Insane players will start to look bedraggled in physical appearance and have bloodstains on their character model to mark their insanity. Add a most-players-killed scoreboard on the server, but make doing these things infinitely more difficult by randomly unhinging the player's character when they get too good at killing others.Town re-coloniser: With chainsaws and axes and hammers and crowbars, players can collect timber or scrap into their inventory from forests or factories, then use it to fortify towns by building barricades, shoring up house doors, and erecting sentry towers, and placing rainwater collection pits and fruit trees/livestock enclosures. Whack a town sign down and bam, you've made a colony, where other players can join you and place down their constructions also. If the user is away for more than 24 hours, constructions despawn.Zombie slayer: The person who is only here to kill zombies and kill beans, while at the same time being all out of beans. Add a zombies killed-on-the-server-high-score counter. Add one Ivan-theTerrible era broadsword in one of the castles for stylish zombie slaying. Make some food drop when zombies die so players looking to slay, slay, slay can spend less time searching for loot and more time searching for victims.
  5. bobotype3334

    Play styles we could accomodate for in gameplay

    Getting just a little bit mentally unhinged because you've killed a bunch of people seems like logical basis? Also, sandbox isn't a vague term, specifically it refers to a game with an open world and plenty of non-linear-quest related gameplay as opposed to a linear game.
  6. bobotype3334

    CARS SUGGESTION (REALISTIC AND POSSIBLE)

    Really nice man, especially the Skoda Rapid. Mah nigga. I have slow internet so I can't really see all the links, but maybe trade out some of the Toyotas on that list and other imports for KGB-looking black limousines and maybe rally cars.
  7. WHOAWHOAWHOANOOOOOOOO Books do not prevent you from being hungry and thirsty, sorry. You did give me a great idea about starvation eating paper and fabric, but no, no, no to books giving you food value.
  8. bobotype3334

    We NEED some way to identify heros and bandits.

    No thanks. In fact, please nonononononononoononononoononononononononononononononononononoono. It rapes the realism to death. I would support people who have committed human kills with brighter red blood on their outer clothing and face so you can tell it isn't their own blood, which would taint you when you looted a fresh human corpse or killed a human at melee range. Anything other than that is kind of silly. You did a nice job on the work for it, but just please no. PS: We did have this at some point in the mod if I remember correctly, but it got removed: Medics had custom costumes and bandits had specific clothes, or something. It took away the realistic fear of strangers, something which makes the game a lot more tense.
  9. bobotype3334

    A good use for pen and paper

    A billion cocks and bad words is entirely realistic. Decreasing spray can spawns would make it less common though. What paper needs to do is stack in groups of up to 40, and pens combine with paper stacks to make combined Pen+Paper stacks.
  10. bobotype3334

    To those who dislike the new combat logging timer

    That's kind of unrealistic that you can't lie on the ground to sleep though. Tents could allow you to go to sleep in only 15 seconds, then? Not exactly realism but gives them a reason to exist
  11. bobotype3334

    To those who dislike the new combat logging timer

    Just to put my end in, I just like the sound of a logout timer similar to the Recall feature in, [and I'm sure people will yell "get out filthy casual" here], League of Legends, but a bit longer. Straight up pressing log out will leave you online in that place for 30 seconds, holding down a logout button will put away your weapons, lie you down, and make things slowly fade to black until the 30 seconds are up. Rearming yourself with anything or moving around cancels the timer. Or standing up.
  12. bobotype3334

    Play styles we could accomodate for in gameplay

    Read my post dude, I literally spelt out why achievements and high scores are different. And using the game as a tool to get a high score is completely fine. One of the main objectives is staying alive as many dayz as possible in the game, and the high score would just basically track that for players and encourage them to do better. What exactly is wrong with "some people using it as a tool to gain those scores"? And getting high scores for surviving longer or getting more kills IS PLAYING THE GAME. IT CHANGES NOTHING IN THE GAME EXCEPT ADDING A REWARDING NUMBER WHEN YOU DIE. I don't think I ever mentioned "Sandbox" at all, if you were using quotations to say it was me. But still, yeah DayZ is a sandbox, but one of the main sandbox games at the moment- GTA 5- offers a high score system for its main gameplay aspect, collecting money. As for punishing banditry, the dev team is always trying to do that while not outright preventing it, such as increased heartbeat while around bandits. Insanity would be more of an anchor to players to make murderous bambi-killing rampages less easy, as they might need downtime between murders for their characters to collect their sanity. Back to the GTA comparison, they punish a particular playstyle in that game: Kill too many pleople, get hunted down by the cops. But it isn't designed to stop that kind of gameplay, just make it more challenging.
  13. bobotype3334

    Play styles we could accomodate for in gameplay

    So what? It's not going to be gamebreaking. And other reasons people kill and survive for will still be around too. I don't see your problem with this?
  14. bobotype3334

    Play styles we could accomodate for in gameplay

    High score would be based on getting kills or surviving, things players already do. Why exactly do you think this is a bad thing? The point of high scores is people wanting them.
  15. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    I can't believe cunterinos tell me off for requesting vehicles, and then when people want trivial and game-ruining shit like this nobody says anything.
  16. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    It's not about what only you would use it for. Okay, let me explain it more clearly for your simple mind. I'm talking about what should be in the update and isn't. Also, stop stalking my posts, you disgusting AIDS-transmitting pervert.
  17. bobotype3334

    Play styles we could accomodate for in gameplay

    That is exactly what I mean. "people do what they do in a game for a reason". A high score doesn't take what players normally do away, because it doesn't bind all players to try and get it.
  18. bobotype3334

    Play styles we could accomodate for in gameplay

    Because reasons, right?
  19. bobotype3334

    Play styles we could accomodate for in gameplay

    If you're talking video game jargon, an achievement is something which you get the required actions for and then get a mini trophy type thing permanently. High scores can always be improved upon, and you can lose your high score. So it would keep players in the survival-is-score mantra rather than being cowadoody run and gunners. I'm all for stopping achievements entering the game and people getting meaningless trophies left and right for being hit by zombies or collecting 200 clown masks, taking some of the originality out of the game and causing players to run around like retards hunting for stupid shit. I suppose you're against that scenario too. But high scores, on the other hand, would only make players more motivated to do the things they generally already do, and so would increase the realism of the game and of player-to-player interaction.
  20. bobotype3334

    Play styles we could accomodate for in gameplay

    The nomad, zombie slayer and bandit having a top 10 score would repeatedly drive a behaviour pattern of survival [self preservation], or slaughter for the mentally unhinged or hardened zombie slayers and bandit serial killers, which would make players get into a mentality just like in real life their character would, always fighting hard for your life to chase that score, or hunt down those kills in a bloodthirsty manner. High scores are distinctly different to achievements because achievements only make players want to do the thing in question once, while high score counters make the player consistently falling into the mindset, therefore creating players in the game who have even more drive to survive or kill because their score depends on it, and even if they achieve a top score someone can always be there to take it from them. I can also find an explanation for the sanity thing-- if it's an unseen meter and loss of sanity is semi-random then it makes more sense. Even accidentally shooting a stranger could easily cause anyone a loss of sanity, even killing in self defense could make you feel bad that you hacked them to death with rotten fruit. There doesn't need to be too much context on sanity-related killings, because after enough human kills even on bandits or mass murderers people could go a little crazy. I suppose there could be only minor sanity loss for killing bandits? And random minor to major sanity loss and instant bandit status when the person you've killed was unarmed/surrendering/if you loot their corpse afterward? That would cover most situations. Unarmed seems to be the most catch-all one to me.
  21. bobotype3334

    Bambi care package drops (player driven)

    We need to go deeper. Zombie action movies would have this, and it IS possible to physically, actually do in real life. We could have like bombs too, a few left over from Chernarus's defence force supply in depots, that you could drop from the sky to kill kill kill some zom-babes mmmmmm mmmmmmm! But with your air drop, there would probably need to be some sort of damage system to thrown and air-dropped items. Maybe items dropped from the sky could go down in quality by a level or two and cans could break open and rice bags could explode and stuff.
  22. bobotype3334

    My Last Rant

    We need more reasons to kill zombies, and we need more stuff for potential bandits to do. This is what will fix the zombie apocalypse being banditry-centric.
  23. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    Well it's a forum about the update and I'm talking about what isn't in the update. By the way, I already did. That's exactly what I want, difficult to attain cars just like in the mod, that are fuel-hungry. It gives players something to work towards other than straight up banditry once they have full loot. So everything on there is garbage? Great member of the community you are. And if you can't discuss what was in or not in the update, what is this thread even for? Yeah it does. Everybody else manages to get by without bumping up the size to 69, you can too. Colour isn't incorrect, gameplay is a word, and devs is an abbreviation, but nice try. I'm only asking for a little content which will last us for a lot more entertainment. And if you aren't talking about content being held off, then what's the problem with vehicles being added and their bugs being fixed earlier? Why are they not important compared to berries? How is what you said even relevant then? I'm serious. What I have been told is that vehicles are going to take some time because they will be implemented along with thrown objects in a physics architecture, so that they can do realistic crashes and stuff. But having a car that for now just turns and hugs the ground, and can't go up steep slopes, rather than tipping over and stuff, will be a lot quicker to chuck in and worth it for the testing which can be made easier with it around. You're condescending, but no reasons to back yourself up. Wise words there-- the true meaning of the game is having fun. That is indeed most games, although the devs also strive for reality. Adding a car into the game adds to the fun by eliminating boring running for ages and giving quicker exploration of the map, as well as realistically adding in cars that would be there in real life. Actually, they can take a request and run with it if they so choose-- they take suggestions and comments from the community frequently, which is a major reason of the forums to even exist. The plans, at the moment, are making us wait for very basic features of the game we could have so much sooner. But they could do it sooner and then I wouldn't have to wait months on end, with the constant risk that the game will flip and do a WarZ. I know it's a bloody alpha, and that things won't get here instantly. But really, I feel like a guy being given socks by the Salvation Army when he just wants food. My friend and I were really looking forward to the update, thinking "here comes the first cars, maybe zombie loot". Open it up and WOW! NOW YOU CAN SPRAY PAINT GUNS! ISN'T THAT GREAT????? So I checked out the experimental build. WOW! MORE TYPES OF PANTS! BURLAP BAGS ON HEAD! BEST OF ALL, SPRAY PAINT WEAPON MAGAZINES! Look, most of the changes are fun and interesting. But I just want them to do the basics first.
  24. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    Lovely text size. Looks like you're overcompensating for something to me. Anyway, thanks for the insult. But vehicles are important, and they're more important than nearly all of the items they're making at the moment to players. Even a basic, unrefined vehicle addition will do wonders for gameplay, which is why it would be excellent if they could just skip the fancy physics, collision smash damage models, 80 colour variants etc and just add that later, like the other cosmetics that can wait. Generally, your statement makes little sense. What I gathered was: Developers are adding content to get ready for beta. Adding content is bad because it generates bugs, so we save those for beta. However, your statement doesn't come into line with what the devs are actually doing: Working on bugs, adding content and working on content bugs is exactly what they're doing now! So where exactly is your point? Also, remember to spell correctly if you're going to jack the font up to over 9000. *comes
  25. bobotype3334

    Rolling Changelog: Stable Branch: 0.32.114557

    Look, buddy mcChumbo, I don't need you to ejaculate the usual "it's an alpha" response, and so will respond: I don't want everything straight away, I just want the basics before the cosmetics. That's what you don't seem to get, possibly because you don't read and assume telling me it's an alpha is enough to make you look cool. I would like to point out, seeing as I read your post [the opposite of what you did to mine] that you told me to make my own, better game, not once but twice. I'll get back to you when I have a large dev team, a publisher, and many many $30 transactions. In the meantime, I will continue to make suggestions on a forum dedicated to such things to the people who have my money and are currently using it to make violet pants variants. Did you just ask "why would they add something placeholder if there's no need for it"? Did you even play the game, which is full of items with no current practical use at all like screwdrivers, rope and unopenable containers? But what baffles me the most is the accusation of selfishness. Basic cars, zombie loot drop, hit indicators and clipping fixes would benefit everyone instantly, not just me, which is what "selfish" would actually mean-doing things only for yourself. In fact, I see your criticism to a person proposing ideas as just hunting for beans from likeminded critics, and that is a true selfish action. Maybe you need to look at the bigger picture yourself. Wow, much needed. I'm sure that violet cargo pants, 4 different kinds of shoe recolour, and children's backpacks [all of which have currently zero effect on gameplay] are entirely urgent m8. I'm sure that more buildings is the urgent thing in a 225km2 map full of buildings. These are both far more important than making players have a reason to kill or fear zombies in, you know, an apocalyptic zombie survival game. Burgundy leather shoes are vital, and vehicles are trivial. I'm tired and you made me giggle.
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