Jump to content

FireSign

Members
  • Content Count

    13
  • Joined

  • Last visited

Community Reputation

2 Neutral

About FireSign

  • Rank
    Scavenger
  1. FireSign

    ZealD's new Inventory System

    I agree the current system is bad. I personally would hate any system where I cannot put x in storage point y. For example, why can't I put bandages in my normal inventory?! That's just silly. Your system has this as well. I'd propose several slots: hands: this is what you are currently holding shoulder strap: place for a primary weapon holster: place for a secondary pistol tool belt: place for tools on person: 12-16 general slots for easy access backpack: 8-24 general slots for storage So you could have a primary in your hands, and one on your shoulder. No way to switch to your pistol, though. Maybe this is overpowered - nerf capacity of the backpacks to compensate?
  2. FireSign

    MOLOTOVS!

    most-suggested suggestion ever? Use search. Rocket has even commented on this, stating something like: "cool and obvious idea, but we can't get the proper effect coded into the engine. Too low a priority atm."
  3. FireSign

    Forcing surrender

    Yes, this would make it more like executing people. Whether you like it or not, this packs a bigger emotional punch. That's sorta what Rocket's after, right?
  4. FireSign

    Forcing surrender

    I know, but a lot of people do not. As an attacker, you might want someone to surrender, but right now there's no way to know if your vicitm will even considers that. So, forcing someone into the anim, or better still forcing a popup-option under the scrollwheel to surrender, makes it all more clear and I'd wager more used.
  5. FireSign

    Forcing surrender

    I agree, a hatchet should not be enough :) Great idea! So lets say you are within say 15m of another player and aim your gun at him, you can choose to generate a popup for the victim to surrender, making it very easy: just a mouseclick and you've surrendered. edit: this should be in the OP
  6. FireSign

    Forcing surrender

    I like pvp, though I'm not particularly good at it :) It would be nice to have extra options regarding pvp, hence this suggestion. It might just be completely broken, if so: discuss! I'v looked through the forum in search of other surrender-like options, but I couldn't find any like the following: edit: incorporated a good suggestion from gant12000 as "option 2". I prefer this to my original sugg. If you have a gun, standing close to (behind?) another player gives the scrollwheel option to: 1) "force surrender". When chosen, the victim is forced into the surrender animation as long as the distance between victim and attacker is like 5-10m. or, less intrusive: 2) "call for surrender". When chosen, the victim is prompted by a surrender option, indicating he's being held at gunpoint. Defying this will probably be painful :) Making this a popup in the scrollwheel menu makes it very easy to use. Of course the victim should have some sort of option of breaking free (at a risk), but I don't know how that should happen. Walking away? Break LoS? Make a desperate grab for your sidearm? While surrendered, the attacker can loot the backpack at the very least. Also, this would free up time to use Direct Chat between both parties. I'd like to see more communication in DayZ. Anyway, last night someone got the jump on me while I was looting. Ofc I was unceremoniously executed and it made me think - I would have done the same. It would be nice though to have an alternative. It could also generate some nice stories, me thinks. Any thoughts? Too overpowered, or useless? Any other ideas how the surrender animation (already in game*) could be used in DayZ? *Great vid on the surrender animation:
  7. Thanks a lot Ravin :) Understanding loot spawns has taken away a huge frustration I had with this game.
  8. FireSign

    Rezzed & 1.7.2

    On the whole corporate-ness thing - I'm wondering if people like Tonic, Ander and Vipeax are getting any moneyz through BI. Rocket and Dwarden etc are already BI employees, right? so I assume they get a steady income. But what about the rest? I hope some of the euro's I spent on Arma2 go to them <3
  9. FireSign

    Pending Update: Build 1.7.2

    Interesting! from the BI patchnotes [94001] New: moonIntensity command [94001] New: sunOrMoon command
  10. FireSign

    Humanity decreasing until you die

    Rocket seems to think there's merit in measuring humanity. So roll with it for now, I say. Besides, what playstyle do you fear losing? Even a player who occasionally kills in self-defense should be able to significantly raise his humanity by spending half an hour with someone else. Like I said, it should take a long, long time before these effects kick in.
  11. Please bare with me. I'll try to keep this suggestion simple: You start off with high humanity, and it decreases over (a long) time. If it reaches 0, you die. Also, you yourself don't even know how much humanity you have! Oh, what tension this bringeth! Then there are effects of having low humanity to help you know you're approaching 0. They might be something like this: - In the zombie apocalypse, PTSD will be commonplace. Low humanity survivors should start imagining things: very, very occasional random gunshots/zombie grunts. Or, was that an actual shot?! omgz! Also you're hyper awareness increases your hearing range as a positive side-effect. - Even lower, all color bleaches from the world, for color symbolizes all that is good and nice in this world. But you don't get to experience that with low humanity. You, animal! - You lose the ability to trust your own body. The hud might fade away, or somehow the food/drink icon becomes unreadable, right until it starts flashing! But, as a positive, you'll require less nourishment. Or maybe the timer for food/drink would start to randomize? - Long shot: Direct chat becomes garbled? Communication gets tougher. You no spake teh Inglisj! =( Kekekek - Other players get freaked out if they're near you, their hart will start beating. What a monster you are! You filth! - - Murdering another human bean gives an instant big hit in humanity. Yes, even in self-defense, but maybe less so. How then, if the humanity is always decreasing, do you counter this? Simple. You gain humanity by being around others players. That is the only way ='( Note: playing as a lone wolf should still be viable. You should be able to go solo for many days. Unless you go all rambo bandit on the world. However, playing as bandits in a group will keep your humanity high. For when you're in some kind of social structure, there is really no limit to the atrocities you're capable of. ~Flame on!
  12. NOT YET This is a gamechanger. Losing aggro from Zeds is a gamechanger. If you add both in the same patch, and the balance is lost, you won't know why.
  13. DUNNO I like the idea. I would embrace this change, but it would create an unimmersive 'win' strategy which other players will likely start using. A problem with the mod is that when people spawn they feel all god-mode, for what have they got to lose? Then there is a turning point, maybe after 2/3 useful items are found (very subjective ofc). The game should bring this turning point as soon as possible, for this is the moment a player gets immersed and feels connected to the experience, resulting in far less dumbassery. I think removing the gun will most likely make the players feel they have even less to lose until they find a weapon. This find will therefor be very meaningful! That's awesome! However, without the ability to take out a few zombies, the time it will take to effectively explore buildings will be sooo much longer, resulting in frustration. I think it will result in players running into towns like headless chickens (hoping they can ditch aggro if they attract zeds) until they find a gun. Rush in, hope to find gun, defend self. No gun? Try evading, or respawn and rush in again. tl;dr: Without a gun people will feel they have even less to lose, whereas you want then to feel they have _everything_ to lose.
×