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Everything posted by WolfgangErikson
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That is highly unrealistic. This game is more aimed at the world of "The Road" than to movies like "Mad Max." More science than science fiction.
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That did seem a bit strange. Locking a topic because it "wasn't a serious suggestion." Really? I though you were pretty serious about your suggestion. I myself don't really like your base-jumping idea, but just because an idea isn't good doesn't mean it isn't serious. Whatever. I'm all for parachutes for helicopter jumps as long as they have to be looted and take your backpack slot though.
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HOW TO SURVIVE DayZ Standalone EP.1 - ROUGH BEGINNINGS!
WolfgangErikson replied to Jonnierambo88's topic in Gallery
*sniped* Move to private conversation. ;) -
Using rarity was only a suggestion for him to get a good starting point. Once you know the supply, you can then adjust your values based on the demand. That's economics. You can't apply any realistic values to anything unless you know the supply.That is why he needs to start there. Besides, you said you don't base it on rarity, and then used rarity as one your main deciding factors in your own value estimations. lol. One of the main reasons why demand is so high for most of those high value items, is because they are rare.
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Using them as a currency wouldn't have any bearing on whether they are useful to anybody. Paper money by itself in real life isn't useful to anybody; it's value comes from its usefulness as a point of reference for trading.The point is you are using their availability and rarity, comparing them that of other items. It doesn't matter whether either party has any at all since the point would just be to use it as a reference to value the two items being traded. I don't see this happening, but the OP wanted help in determining a viable currency. The reason I suggested matches was because its common enough and rare enough, and also because once you have a few, you don't need the rest. The one problem I do see with matches that I didn't see before is that they aren't used very often, and would therefore accumulate, inflating the currency. Perhaps something that is used more often, like canned goods would make more sense (once food becomes more scare).
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Kudos then. I could tell from that last part of your initial post that you had a firm grasp on the relevance of creating a pricing structure. If you really want to move towards doing this, I would recommend looking up the loot tables and spawn rates of all the items. You could then assign them values based on how rare they are (similar items would be grouped together: food items, etc.). That would be the best starting place. I would recommend as a "base" currency item, something that is relatively rare, somewhat useful, and variable in it's quantity: Matches. Matches are quite rare and can be found with anywhere between 0 and 250 in a box (two bad you cant split or combine them). They are useful, but usually not essential to have a lot. Once you determine the rarity of your "currency" item with relation to the rest of the items, you should be on the right track.
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By the way, you already can knock them out; they just don't stay down very long. It's not really relevant to your point since it's such a short of time and there are no binding mechanics, but I though I would point it out.
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I think it's silly to think of it unless you are operating a trading post. This currency would develop through daily trades of small number of people to a very large number of people. I isn't very easy to just speculate on item values; it can really only be determined through action and experimentation. And again, this won't happen and I certainly would never base a trade on any currency in the game unless it was with a dedicated trader who isn't open to much negotiation because he has already determined the values that he thinks things have, and likely has a very large supply and can afford to make these determinations in order to maintain his stock. For everyday trades between survivors, there is no need for this. Coming up with some arbitrary values for items is pointless for most people, and will not help with trading in any way. Value in most instances is determined by circumstance.
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Yeah, I was thinking it would be good if they degraded to ruined from just walking around relatively quickly. Maybe 1 or 2 hours in game? I wasn't sure if that mechanic existed in game yet though, so I left it out.
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This. Only what is valuable will be used as currency. If I don't think it's valuable to me or someone else, I won't carry it. This all has to do with supply and demand in the game economy and will develop naturally. For example, currently Netting and other rare items are considered more valuable. The only way I see some other object being used as fiat currency would be if a large group was able to develop, maintain and enforce a safe trading post that saw a lot of traffic. I only see this ever happening on private or role-play servers. Even if a fiat currency did emerge on these servers, the likelyhood of the currency item itself being used in sales would be pretty slim; most likely objects would just be valued in relation to that currency and bartered accordingly. "That Mountain backback is worth 90 matches. Since hatchets are worth 60 matches, I'll give it to you if you for two hatchets. No change."
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I propose an alternative the burlap courier bag: Grocery bag. The grocery sack is the smallest wearable back-pack and will have only 4-6 slots. It won't be crafted, but will instead be searched for in garbage piles or trash bins, similar to the way sticks, rocks, and feathers are found. It would be extremely weak and offer 0 protections to items inside. To prevent the overpopulation of servers with junk grocery bags, they could make it so that when an empty grocery bag is dropped, it doesn't appear on the ground but instead just disappears. It wouldn't matter since you could easily search for a new one in nearby trash heaps. Edit: decided 4-6 slots was better than 6-8. I would rather feel a greater need to do a hardcore hunt for a better bag earlier than later.
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I agree with you, but still also like the 300 second penalty for server hopping. What if the countdown timer wasn't a hard number and instead based on the amount of time spent on that server. Leaving within the first couple seconds would leave you with a 300 second timer, and leaving at 30 minutes would leave you with a 0 second timer. The timer would gradually reduce itself over the course of that 30 minutes. Every minute you are in game reduces the timer by 10 seconds until 0. For example, leaving after 15 minutes would give you a 150 second timer, 20 minutes would give you a 100 second timer, and 25 minutes would give you a 50 second timer, etc.
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Bring back ability to put Alcohol in FAK
WolfgangErikson replied to Just Caused's topic in Suggestions
That would certainly make more sense. I see why they initially did it (perhaps due to fear of exploitation) but as long as the bottle doesn't hold much, I don't see the problem. It looks like it would only contain about 1/4 the amount a canteen or bottle does, and would therefore comparably take up twice as much space to hold the same amount of water. -
Bring back ability to put Alcohol in FAK
WolfgangErikson replied to Just Caused's topic in Suggestions
Oh, can you store water in that bottle now? That would explain their decision then. Makes sense. -
public shard "multicharacter" / character selection
WolfgangErikson replied to Wookieenoob's topic in Suggestions
It sounds like you just want to be able to stock up on gear to make your revenge killings easier. Your argument about fearing death versus pre-death is incoherent. I don't fear fire-fights but fear the death that might occur if I execute my plans poorly. That lack of that fear of death (character restart) is what makes for interesting game play. If I knew I could re-spawn as a fully geared player, I could throw caution to the wind and just go in guns-blazing without any regard for battle-strategy. No thanks. Perma-death is an integral part to the DayZ experience; if that were removed, i would stop playing and just go play one of the many other shooters that allow me to re-spawn fully geared. -
Bring back ability to put Alcohol in FAK
WolfgangErikson replied to Just Caused's topic in Suggestions
For balancing (somehwat) but more for the game-play element of needing to search for the right gear instead of just searching for your favorite aesthetically pleasing gear. If every container could hold anything, it would remove some of the "looting for treasure" gambling mechanic that makes exploration games fun by removing some of the challenge. For example, you know that awesome feeling you get when you find a yellow container? That would be diminished if you could store whatever you wanted in those prevalent med-kits. On-topic: I do find it strange that they intentionally removed the ability to store the alcohol in the med-kit. It certainly isn't a beverage and it's only conceivable (proper?) use at the moment is for medical purposes. -
Late at night can I find a server where it's not late in the game?
WolfgangErikson replied to vfxtodd's topic in New Player Discussion
I think most servers reset regularly and have the time reset to day time. Have you been playing lately or just thinking about getting back into it? I feel like most of the servers are day-time most of the time. I play at night almost exclusively and haven't seen a night-time server in a long time. -
[Video] Revamped my solo series. Let me know what you think about the end please
WolfgangErikson replied to Shawn P's topic in Gallery
No problem. I love the sad stories as well, it brings a certain level of realism and emotion to the game. I'm sick of videos that only consist of a guy and his buddies laughing at all the people they are killing. Good job. -
Why has it been 2 years that zombies go through doors ?
WolfgangErikson replied to paradogz's topic in General Discussion
It is a shame they haven't added proper zombie AI and numbers at this point. Even though it's alpha, zombies are a pretty core game mechanic and I feel like this should have been a pretty high priority from the beginning. I am glad to see the current dev team working towards this goal though. As for the rest... as you said: This is alpha. -
Who is to say that because I take the first shot I'm the bad guy?
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[Video] Revamped my solo series. Let me know what you think about the end please
WolfgangErikson replied to Shawn P's topic in Gallery
That ending was pretty epic. -
I could see this being interesting as a crafted item like you suggested. I don't think it would be very realistic to find many blanks lying around though, so I wouldn't worry about finding them randomly, since they would likely not spawn naturally. Most people don't have much use for them obviously and so wouldn't keep large stashes lying around.
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Edit: I meant to post this in suggestion. sorry. hopefully it will be moved Edit 2: Thanks! I just noticed on the DayZ wikia (I'm assuming the information there is accurate) that the crafted leather jacket only provides 5% bleed prevention which is the same as the t-shirt. I feel like for a leather hide jacket, the prevention should be closer to the same as the leather riding jacket which has 70% bleed prevention. Since it is crafted I could see why it would be lower in quality, but it should still be pretty good and better than it is currently. Thoughts?
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Leather clothing and bleed reduction
WolfgangErikson replied to WolfgangErikson's topic in Suggestions
That's why I would expect them to have somewhat lower quality than the rider's vest (70%) Perhaps, but it's still just designed as a thinner fabric so it wouldn't really reach the level of protection that a stab-vest or tanned leather jacket would provide. I would imagine the protection (balance-wise) should be somewhat higher than the Gorka Gear (30% I think) because of the lack of storage space, but lower than the leather rider's vest because of it's camo potential and craftable nature.