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Everything posted by bobotype3334
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I'll start this gruesome topic. I would like to be able to, in the finished game, in no particular order: Run over zombies with vehicles [not bikes though], killing them if I'm exceeding 70km/h, and crippling them at over 50km/h into crawlers.Remove zombie limbs with sharp edged melee weapons or precise rifle shots, causing them to become crawlers, or armless zombies that only bite.Cause zombies to die over the course of one minute from blood loss.Obviously kill them via shooting to the body. I propose about 6-4 body shots required to kill a zombie with most guns, and one to two head or heartshots for instant death.Decapitate or bludgeon them to death, or stab them from further away with a pitchfork.Shoot zombies with arrows, killing with a head or heart shot but only causing bleeding if hitting in other locations.Punch zombies to death with many hits.Kill zombies with large explosions. We need more explosions, someone get Michael Bay on the phoneSet zombies on fire. Burn their eyes out to stop them from seeing you, or set their bodies on fire to kill them in about twenty seconds [you need to roast them a bit]Push zombies off buildings or cliffs for environmental death damage.Drop heavy objects on zombies to flatten them [the grand piano Kill of the Day from Zombielands, anyone?]I do not think zombies should become unconscious though. What am I missing?
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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 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. -
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. -
The Xbone is for CoD, Ryse, watching you while you sleep and Madden 2014. Not for something like DayZ
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I don't think having to wait to go through an animation is a great idea. Just have your hand move to the doorknob really briefly while it's opening, or something
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To the guy saying razors would be useless: I can see many uses for a razor in a survival situation. And an added use if you listen exclusively to Linkin Park, as well. We could have disposable razors and/or cut-throat razors, you can craft with them, use the cutthroat as a weapon, they could degrade from pristine to rusty to broken, and of course, you can style or remove your beard
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Phones, Pepper Spray, Tear Gas, Wallets, Belts, Hip Flasks
bobotype3334 posted a topic in Suggestions
Okay, here's a bunch of equipment suggestions I think would add a lot to DayZ, and be worth the effort of adding. Hamsung Flip Phone / Gargle Smart Phone / Lemon Smart Phone. Makes sense for many people to be carrying a phone. You can use it for light, you can play a song on it, you can take it apart for crafting materials [the battery to power something, or the glass screen as a prism firelighter and sharp cutting edge]. Or you can play Snake on it [as an Easter egg]. Or you can throw it like a Rock. Its battery can be removed, but only powers Phones. Also, players could start spawning with Phones instead of Flashlights. Pepper Spray: For personal defense? At a short range, it can be used to completely blind a zombie or player for a short time, although the player or zombie can still flail around and attack. Has 10 charges. Face coverings such as masks/gas masks prevent this weapon from working. With the acceleration of time in DayZ, let's say it works for a minute of blinding if it hits you, and aftereffects last for 15 minutes of mildly blurred vision. [And spraypaint can have the same effect on eyes.] Lighter: A small, quick, and easy firelighter for crafting and pyromania. Can be crafted into a makeshift flamethrower later! Also they function as a weak light source [kudos to BeefBacon] Hip flask: Apparently your player was something of an alcoholic, or just happened to pick this up. Whatever. Can hold water, fuel, blood, detergent, juice, spirits or urine, but for now is full of vodka! You can also throw it at people. The vodka inside is useful for sterilising, like its medical alcohol counterpart. Belt: It can be used to restrain players, or as crafting material to bind together stuff, or to hold up dem pants [perhaps make pants with lots of pockets require a belt] Tear Gas Canisters: http://en.wikipedia.org/wiki/CS_gas Has basically the same effect as the Mace, except sunglasses won't protect you, and is a thrown grenade that ricochets off surfaces and explodes into a large gas cloud. Exposure will blind you and immobilise you for a good minute, the best protection from one of these is a nice gas mask. -
Phones, Pepper Spray, Tear Gas, Wallets, Belts, Hip Flasks
bobotype3334 replied to bobotype3334's topic in Suggestions
I like the sound of that with the alcohol. So it lets you continue doing stuff but you can still contract hypothermia, and as well it's a placebo source of hydration, a makeshift steriliser and a fuel. But realism is key. I dunno if hangovers should be a thing too then, although some players may not live long enough to see that. You would think smartphones don't fit DayZ, but maybe your character is a tourist? Sure you wouldn't want to see Apple iPhones, that's why I'm proposing the Lemon Uphone. [Get it? lemon, because it's a dud phone? I'm here all Monday] As for the GPS, I wasn't saying phones should have GPS or maps. I was just using it as a gauge of the wealth of Chernarussians. To share an anecdote, one of my friends told me in Czechoslovakia some people pay to rent iPhones because they're a symbol of Western first-world status. It's a developing country, you know? If you think of your stereotypical urban Slav he's dressed in 2000s-era tracksuit with the beret and the flip-phone, but surely some of them could afford Androids too if that sort of materialism is the case. And if phones were implemented with other random gear in pockets, you would see them pretty rarely anyway. All my OP was saying was phones would just be a crap light source, a useful source of 2 crafting materials, and maybe be able to play Snake or play music or something while battery lasts. Das all mane. And there would be randomisation between flip-phones, faux iPhones and faux Androids. You can tie someone up with a belt or rope, but they can wriggle free within 7 minutes if unsupervised [DayZ accelerated time, and not too unrealistic at any rate], or you can use handcuffs and the only way they can break free is by another player physically breaking the cuffs, or with the Handcuff Keys. Exsssscellent. -
I'm just happy that we got cannibalism in the first place. I don't think we should push the devs much further, or they'll mentally snap, and start adding "Improvised Buffalo Bill Human Skin Onesie" and "Edward Gein Human Nipple Belt" Being able to put stuff in the boot of your car will be more than cool enough for me. I can't think of any games at all that let you do that kind of innovation. *Christ Please use correct profanity grammar when discussing lifeless corpses being dragged behind a vehicle as their entrails flop about and faces get pounded into pulp.
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No thank you. Leave "friendly mode" to modded "no PvP" servers. Identifying bandits punishes the bandits for playing as bandits, which is why the developers removed "Bandit" skins, because they don't want to punish people for playing their own way. So no to "markers" as well. Once we have zombies working properly, the best way to deal with KoS is simply to make zombies attracted to gunshot noise, so that one person can't sit on the beach killing spawns without having to use up a lot of his bullets on zombies or run away. It's not a far fetched idea, similar things have been discussed lots of times. Restricting people's play style unrealistically [apart from disconnect protection, which is fairly reasonable] is not something that meshes well with DayZ's gameplay.
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Let's stick to realism instead. Think about your suggestion before you post it not in just gameplay terms but realism terms as well: How do you logically explain every single Survivor that spawns on the shores of Chernarus having a "big stick?" Flashlights are already kind of weird, but to me you can explain it, for instance saying that the military dropped them off on the beach because the aircraft carrier was too full [you'll understand if you watched World War Z], and gave them a surplus military issue flashlight each to survive the night. You just can't use that explanation for "big sticks" though! I think it's a miles better solution to let players spawn with what most people would normally have in their pockets; everyone two pieces of random equipment, one in each pocket, out of: a lighter, phone, wallet, keyring, pocket knife, flashlight, Mace, sunnies, everyday items. Then, you can say any number of reasons how they turned up there: They were in town and heard of an evacuation point on the beach, or they were on a plane that crash landed in the ocean, or they just got off a boat that had been for a cruise before the zombies came. To explain further, everyone having a "big stick" is silly because it leads everyone to believe all the Survivors had to be in some weird place with a lot of big sticks at one point, which ruins the story people make up for themselves. With an assortment of ordinary stuff in people's pockets, however, people can make up way more stories because all the Survivors aren't connected by one item.
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I am 2000% in favour of food you have eaten slowing you down and making you randomly susceptible to near-crippling nausea and projectile vomiting if you run after eating heavily
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Phones, Pepper Spray, Tear Gas, Wallets, Belts, Hip Flasks
bobotype3334 replied to bobotype3334's topic in Suggestions
Sorry to be a negative nancy but purple cargo pants and Child Backpacks and such didn't really interest me that much either. However, they do have a good reason to be in the game. So that's why they should implement phones if they can. I mean, they have GPSes. I actually didn't think of lighters as a light source, I'm a bit dim, aren't I? (kek) I'll add it to the OP and credit you, thanks :) And I didn't think of alcohol as warming either. Although that's for a good reason: alcohol doesn't actually warm your body up, it just moves blood to the skin [why your face goes red sometimes when you're drunk], creating sensation of warmth while not actually giving any. The more you know! But if you'll reread the OP, you will see I did actually suggest drinkable alcohol in the hip flasks already [vodka], and even if they didn't have that they would be useful as containers for bambis.