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Everything posted by bobotype3334
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Increase player interaction by non-trivializing "civilian tasks"
bobotype3334 replied to Evil Minion's topic in Suggestions
Could I suggest you take a gander at my humble suggestion here? http://forums.dayzgame.com/index.php?/topic/215346-in-server-objectivesraids/?hl=raid I think KoS would be a bit less likely if you needed other players' help to start the power up or gain access to an aircraft carrier offshore! -
Increase player interaction by non-trivializing "civilian tasks"
bobotype3334 replied to Evil Minion's topic in Suggestions
I don't think farming should take "quite some time" because of the ephemeral nature of one's life in DayZ, but it should take longer than it is now. 20 minutes for a crop of tomatoes to grow is reasonable in my opinion: it feels long enough to draw a parallel to the real life wait and encourage people to go find other sources of food first, but it's not so long that you turn into a skeleton. "Bases should not be destroyed easily" This I really agree with, if you lay down cement and earthwork defences, other Survivors better have to go out and get themselves a damn tank or mortar before even thinking about taking you on. Base building should be a team job, and base siege at least a team effort. -
This isn't too much of a necro, so I don't feel bad. From what I understand, DayZ is set, at most, a few weeks after the apocalypse, long enough for fruit that was unripe to have become ripe, and weeds to start making their presence known [in an already poor, Afghanistan-tier wartorn, and messy Chernarus]. We can assume that cars were already not common, nearly every car that could move was taken by Chernarussians escaping the zombies, and that the ones left are the ones that were already fucked, or were crashed by their drivers in the panic, or were abandoned because they ran out of petrol. With that 'forgot' thing in mind, there should be a very few cars who nobody tried to drive away at all, whose owners got zombified before they could reach them, and which nobody tried to steal, and which also happened to have a full tank of petrol. So I think it would be good to have around 10 pristine cars/motorbikes. Then there's the issue of boats; maybe a lot of citizens didn't know their way around boats so they took the cars instead. So even more boats should be left in a pristine condition, the majority of them in fact, and a few damaged, wrecked on shore or with no fuel or a broken motor or something. Maybe 10 pristine watercraft. [As in three or four proper yacht-tier boats, and the rest motorboats or rowboats]. Have no undamaged helicopters, their least problem should be lacking fuel. As for bikes: at least 20% of all bikes should be working condition by default. I can't see many of the people who escaped Chernarus picking a bike as their means of transport, even if they did have an accident it wouldn't break the bike [woah 30 km/h collision woahhhh] unless they fell off a damn cliff, and pushbikes do not require petrol, so you wouldn't need to fuel them.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
bobotype3334 replied to d.walker43's topic in Suggestions
Well definitely there should be a lot of customization options and that would be really cool, but please think of the poor old developers when you ask for "endless possibilities", okay? Hey, could you please add the 'vehicles should be craftable from scratch, And found perfectly working, and repairable' option? None of your poll answers tickles my fancy. Please don't take this the wrong way but the poll feels a little slanted, you have no degree in between "Military vehicles should be more common than civilian ones!" and "Military vehicles should be super rare" -
After many hours of playing I've realized one thing....
bobotype3334 replied to pabloottawa's topic in General Discussion
I've been saying that for quite a while but few people have listened. You're right and it shows, even after we gave people the "be a medic" option as well as the "here is a gun, you can kill people with it" two large Medic clans spawned to help people survive. I don't even want to be killing fresh spawns, I want to be playing the role of some dude who hated all his Chernarus neighbours and was elated to wake up in the midst of a zombie apocalypse. I would like to play golf in the main street, let off mortars, chainsaw through zombies and do wicked gnarly V3S jumps off implausible terrain, or take one of my friends and build a cabin in the snow and live off the land while killing wolves and bears, not shoot other players. Firearm spawns are actually okay. The problem is guns are only really good for one thing now still, killing players because you don't need them for zombies. Fighting zombies with melee weapons isn't risky enough, and zombies don't give you a reward for killing them, so you just keep your ammunition to protect yourself from other bored, paranoid players with guns. The solution, thus, is zombies need to drop loot [and military zombies need to carry and drop most of the ammo], melee combat needs to put you at risk of being crash tackled by zombies and given a disease from being bitten/scratched, and as you said, we need more options other than killing each other to do in the game. -
Needs to take a little longer to grow and a little longer to rot in my opinion. Maybe ten more minutes or so on either side.
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I know for sure they have bikes planned. When we do get them, I suggest that carrying too much makes you fall off them [overbalancing,] they can be repaired, and they drain your stamina a little bit while riding [but still less than if you were running], and that you can toggle between cruising, pedalling slowly and pedalling rapidly.
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DayZ Vehicles (first implementation)
bobotype3334 replied to eugenharton's topic in News & Announcements
THANK YOU SO MUCH I'VE BEEN WAITING FOR THIS SINCE JANUARY I THINK I CAME A LITTLE YOU ARE NOW INVITED TO A PARTY IN MY PANTS -
This post was silly enough to make me reply. Do you think "common people" know how to fly bloody helicopters, pilot tanks, shoot/reload/clean sniper rifles and assault rifles? No of course not! Doesn't mean we leave them out of the game, though, we leave players to muddle around with them to the best of their knowledge. How about we give some reasons as to why we should, hmm? 1: It makes perfect sense for mortars to be left over by the military. Nothing against realism or DayZ's theme, Czechslovakia's army has mortars IRL.2: If not too heavy [able to hit very large areas from a mile away, which is bad] and not too light [in which case they would be a glorified grenade launcher] they would be a unique gameplay addition.3: Many of us here are red-blooded males, and we can all agree explosions are fun. Chernarus is your oyster! Go out and launch off a mortar like you're letting off fireworks, watch the explosion and hear the boom, and enjoy yourself, this is a damn video game!4: They will take more effort to spawnkill with than sniper rifles already do, so spawnkilling is not a reason to say no to mortars unless you want to take snipers too.5: Speaking of snipers, being able to attack in an arc without a line of sight would be a useful sniper counter, forcing them to move their position. 6: Tanks can only be stopped by RPGs, Molotovs/grenades [weak], mines, getting inside, other tanks, and mortars. Tanks are going to be an even better camping spawnkilling machine than sniper rifles, and mortars will help balance this out.7: Mortars could be easily balanced by a high angle of fire and a slow fire speed so attentive players can see and hear it coming, and get out of the way; low ammunition spawns will also ensure nobody wants to or is able to spam mortar explosions.8: They could be used to clear zombies out. Everyone seems to forget about zombies!!!!! Also to DaNic, CoD has mortars in the form of killstreaks.
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Yeah, okay, good point.
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Here are the three types I think we could safely introduce. 60 mm vzor 99 Antos light mortar Czechoslovakian Light Infantry Mortar. 60mm caliber. 21 kilos of carrying weight, not including the rounds themselves. Fires at a range from 70m to 3,500m. http://en.wikipedia.org/wiki/M224_mortar United States Lightweight Infantry Mortar. 60mm caliber and 21 kilos weight as well. Fires 75-3,800m, although you could just make it a reskin of the Czech mortar. Have twelve 60mm rounds spawn across all the military bases of Chernarus. http://en.wikipedia.org/wiki/81_KRH_71_Y Finnish Army Infantry Mortar. Weighs 56 kg on its own, so needs 2 people to haul around. Uses an 81mm round. Can fire 5,000m-100m. Have about seven 81mm rounds spawn across all the military bases of Chernarus. This is the lethal bursting area of the mortars, showing the 81mm, which will kill in a 36 meter diameter circle, and the 60mm, which will kill in a 24 meter diameter circle. http://www.globalsecurity.org/military/library/policy/army/fm/7-90/figb-5.gif You could have it mildly injure [cause bleeding and shock in human targets] about ten meters outside this range. Here's a video of an 81mm mortar impact in a vidyer gaem https://www.youtube.com/watch?v=Ssy3pQRqy7U and in IRL a 60mm explosion, if you blink you'll miss it: https://www.youtube.com/watch?v=j5u7phMAk8s
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With all the work it would take, it's probably better at the moment for them to be putting work into vehicles, weapons, food, crafting, zombies, the environment, survivalism, base building, and even when they've done all that I personally would rather see them spend all their time optimising and bugfixing than this. They've spent enough time on clothing options already. Shouldn't taking off the jacket and putting it in your backpack solve the problem?
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different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
bobotype3334 replied to joe_mcentire's topic in Suggestions
Excellent suggestion chap, I was thinking on the same lines myself. If they can't handle this, I at least 20 want to see rock piles scattered around you can nab rocks from and the ability to harvest tree bark or sticks for kindling and simple crafting, or rocks as a very basic throwing weapon. -
I kinda feel that chernarus needs to be "blown up"
bobotype3334 replied to 5mirkeh's topic in Suggestions
Very cool idea, excuse the pun. Let's say the temperature gradually goes down as you enter this hilly area until you see sparse amounts of snow, and that there are actually less zombies in the area and intact loot stockpiles exist in cabins. And maybe rarer loot, such as a very little of the WW2 era stuff people have been clamouring for, holdover Soviet military equipment kept by survivalist collectors who've gone missing, perhaps medals. You have to have heat packs, fire, cooked food, warm clothes or a running engine to keep your body temp up in the snowy forests and rocky wastes, and stamina is greatly lowered. Maybe not the military base bit though. You could just have the snow camo at extant bases. -
Stamina would be great, we just need basic vehicles first. I just want the devs to add a car already, just one, even if it's buggy and glitchy as hell, and then we can implement some basic stamina. Stamina could be affected by the amount you're carrying, how hungry/thirsty/injured you are, how cold you are, and whether you've taken any kind of medication or caffeine/alcohol, all altering your stamina meter [unseen, but able to be judged by beginning to stagger in first person and breath becoming ragged]. Also riding a bike could use up stamina, although using up less than running the same distance. I don't think zombies should require stamina though, they should just run until they drop.
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Ways to Kill a Zombie we would like to see possible
bobotype3334 replied to bobotype3334's topic in Suggestions
If the engine can handle super realistic helicopter physics, I'm sure they could easily make it handle limbic removal. And any zombie virus worth its salt wouldn't leave the brain and body with the capability to go into shock. I honestly can't see zombies that take about 1-3 body shots each to kill, taking over a gun filled area the size of Chernarus. It makes no sense, they'd be wiped out in seconds by all those soldiers. Imagine a human body who does not feel pain, with the only order being received from the brain to chase down and infect new hosts. Well that's exactly what it's going to do, rather than keel over from three bullets, for as long as its muscles can continue moving. You can shoot it in the kidneys or even the lungs, but that's not going to do shit until you've shredded the body with bullets to the point where it cannot keep going, or it bleeds out. If it bleeds out, the zombie will quickly lose the ability to get oxygen to its cells and keep moving, so it will eventually die from its injuries; but even while it's bleeding out over a minute or so, that zombie will keep moving and attacking. That's the sort of zombie which is a threat enough to infect all those people, a mindless, painless viral missile that needs to be basically dismantled to stop it. So 4 to 6 bullets, yeah. With the flamethrower thing though, you're actually right. I suppose if a zombie's eyes are burned out it's not going to be able to find you to attack. So maybe they could just flail around and stop attacking when sufficiently burnt, and die properly after a minute? -
The only ones I agree with are "durable on body". Auditory feedback for thirst and hunger etc is on the way, Seeing as zombies are infected with apparently no fear or pain reaction, it would make sense they can stand up to two or three more bullets than the average person to anywhere but the heart or head, not caring about pain and not going into shock, as the virus just makes them into a weapon to spread to new hosts, ignoring the zombie's well-being as a result. Thank goodness you didn't suggest 'headshots only' though. With the realism of DayZ, I don't get why people keep asking for zombies magically immune to bullet harm from the chin down. Even if a zombie was immune to pain, enough body bullets would shred the torso enough to make it unusable eventually.
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I super strongly recommend to the devs that they make the majority of the military-grade weapon ammunition spawn on military zombies, with the rest in military bases, and super rarely at random in urban areas. It makes sense that troops who became zombies just kept carrying their ammunition in backpacks or whatever. Then, minor accidents and such during the outbreak would have lead to a little weaponry spreading around greater Chernarus in smaller amounts, say other Survivors trying to stockpile it and dying? The rest of ammo for a few irregular weapons, WW2 holdouts, and farmers' rifles and shotguns could be found in farmhouses and on the "person" of slain regular zombies uncommonly, like say for 1 in 20 civilian zombies you could find some shotgun shells, and for one in 35 you could find a Makarov or something.
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fraction, domestic currency, infected and artificial intelligence, experienced survivors or how to see the traces of the enemy!
bobotype3334 replied to ilooli's topic in Suggestions
I was under the impression they were Infected with a disease and so not risen from the dead, but also still "zombies". For instance, in pop culture voodoo magic, zombies are not dead, just in an induced state of mental numbness. So really the factor for "is it a zombie?" is if it's lost higher brain function and just mindlessly attacks or takes orders, and the whole brain eating/undead/infected/magic shticks are tacked onto the unchangeable bit that the zombie is a big dummy. Also OP I'm not a fan of your any of your ideas, we can't impose factions on DayZ, apart from the "skills" one which mite b cool. It would just maybe limit my reckless ingame stupidity if I knew that I'd lucked out and rolled a character at random with rare medical training or helicopter piloting knowledge. But as we've said before, that would also impose a forced story on the player, and some of the real fun in DayZ is using your imagination on the story. Idea's still pretty good though. also please stop doing the bloody eye burning highlights -
Yes please! Reminds me of the one in the 1970 film Stone, if anyone's seen it, where a biker gang takes up residence, on the coastline http://en.wikipedia.org/wiki/Stone_(1974_film)#mediaviewer/File:1Middleheadfortress0048.JPG
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I like the idea of going into them a lot. Sounds comfy. You probably wouldn't need to put air holes, they're not airtight around the seams right? But just being able to go inside them would be a good gameplay addition. We don't need to think about moving them though, leave them static, imagine every shipping container in the map being a physics prop
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So the general consensus is blood spatter [if you get into a close zombie/edged weapons fight] that you can wash off, and brain disease that leads to twitching and giggling, are the best suggestion we have for the DayZ team? I think it could be really cool. >do simple detective work: a mutilated human corpse in the area, a guy standing next to him covered in blood holding an axe, hmmmm I wonder what might have occurred here >Encourage murderers to wash up afterward, adding to realism >Provides adequate condemnation of, and risk to, eating human meat, making it more like IRL where people would be more likely to hesitate before chowing on their chums I don't want to go too far down the suggestions rabbit hole, but perhaps we could have human/animal blood spatter attract zombies via smell within 20 metres or so?
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Kudos to the people here http://www.reddit.com/r/dayz/comments/1vwby6/recap_of_rockets_ama_filtered_for_only_dayz/ for the idea, I really, really like it. The point is to limit the field of view so that, for example, you can't fly overhead in your heli swivelling around in TPS mode able to see everything at once, slightly balancing out the helicopter advantage, encouraging passengers to work as spotters, and giving Survivors a way to escape the helicopter by hiding in its blind spot. Normal third person stays around of course, as it makes up for the lack of peripheral vision you would have outside a blinkered helicopter cockpit.
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Chill the hell out, I was joking about the haxlol. I wouldn't have made the poll if I only wanted to hear my own opinion.
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You know what, yeah. We don't even NEED a way of telling if someone's a cannibal. But still, speaking of "washing", a great addition would be a simple blood overlay being applied to your character after close-quarters shed of human [red-brown stains] or zombie [brown-black] blood. If anyone's played Mount and Blade Warband, you know when you slaughter 200 dudes alone and your shoulder goes full tomato sauce from their blood? That sort of thing, would let you know if the Survivor in front of you had been recently killing at melee range, And it could be washed off with soaps and detergents, and maybe just minimised by running water, and all zombie-looted clothes could be bloodstained. This would make detergents and running water more valuable, and add to realism IMO.