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Everything posted by janol
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Lousy excuses I say ... for watching it through scope, you are still watching it. Naughty you.
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Just died of heart attack, incredibly stupid
janol replied to schofie1d's topic in General Discussion
Whoa, that's just ... totally cool! -
Nah, this is DayZ... they should be running decade old BSD Unix. Which you'd have to install from scratch ... only to be able to play Rogue. You know the drill.
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Psychological effects of trauma mechanic (logical and fair to all).
janol replied to crazykage's topic in Suggestions
Well, your character isn't any more of a veteran than any other, unless he actually has survived for long in game. The breakout was quite recent, and the fact that he starts out like anyone else strongly suggests that he isn't any different. Not fully true, for there are fairly constant psychological factors. And more over, there are huge individual differences in physiological factors too! Of course psychological effects do vary in their strength - as do physiological ones - but this is exactly why this sort thing should be implemented with soft touch. -
Psychological effects of trauma mechanic (logical and fair to all).
janol replied to crazykage's topic in Suggestions
I've been half waiting for a suggestion like this. Something on these lines would be nice. But it should be implemented with fairly soft hand. Also (as OP too suggested), the effects should considerably lessen with time, or with exposure - hence giving a logical reason to survive longer. To all those saying that they don't want the game to decide what they should be feeling: well, it isn't you who feels, it's your character. Psychology is as much part of the real world as bodily damage or hunger. Why don't you then mind about the game deciding when "you" are hungry? -
This sort of ad-hoc stuff is totally "no" in DayZ. It just does not belong here. I am puzzled why people so often don't seem to get that ... Sure, arrange such matches and give the winner prizes or what ever. (Well, odds are that wouldn't quite work out as intended.) But there will be no force game mechanic for that.
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OP's novel contribution to the topic is really coining the term "hooligan bandits".
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A true solution finally found. Also, caffeine-meter needs to be implemented. Worthwhile to note that surprising amount of commentators yelling "banditry is part of the game!!"... some evidence that those guys actually don't read even short messages before commenting... On the other hand, banditry is part of the game... and I am coming for your coffee beans!
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It was stated that death players will not become zed's due to resource reasons. I think getting the zombie infection would be interesting, but its end should be treated as death due to aforementioned limitation. Also many will yell: "but the players are immune!" EDIT: not to mention that this has been suggested approx. 1 million times.
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Hard to answer the last question - so many parameters... Something like: Either kill or leave, or if they seem unhostile or try to communicate with me, then maybe communicate. Except in military locations.
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Just for the record, I have nothing against tanks or similiar vehicles being in the game. After all, you would find them in military bases, wouldn't you?
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Not commenting on the idea as such... but rather on some comments. Extremely few people (if any) actually get happy from killing others. If the player becomes happy that way, that's one thing - and wether the character should become unhappy is quite another. In any case, I like many of these "psychology meter" ideas (given of course that they would be nicely implemented). And even though I say it too often, I don't see think they should be in the game for punishing KoS or banditry, but just for the realism.
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Yeah, well. I want to repair and operate that ship near Berezino. Needing some scrap metal and a welding torch. Or maybe just duct tape.
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So, you've never played the game but nonetheless felt obliged to give us your "thots"? Methinks: try the game. Just quickly. Or at least lie that you did.
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SUGGESTION: Wearing the United Nations Beret puts you into PVE-Only mode
janol replied to Charcoal's topic in Suggestions
...to be prefered for its superior artistic qualities? :) (EDIT: but seriously, this is still one of the worst suggestions ever) -
Given the timeline, I think they should be fairly fresh bodies in DayZ, not skeletons - but yeah, there should be bodies, most badly eaten by the zeds.
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Oh, the ambitions of the young...
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Idea for when you get the "starving" message
janol replied to TEST_SUBJECT_83's topic in Suggestions
This is how this should be done: there should always be the option "smash open" (it makes no sense to have it only when starving etc. and there is almost always something hard enough around). But smahing cans should lose something like 60-90% of the content. -
Well, for one thing plastic bottles are already refillable. Some good suggestions, some bad & some just plainly misinformed either about current or upcoming features. EDIT: Ok, no bad suggestions, redundant maybe, but not bad.
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I died being forcefed M4A1 magazine rounds...
janol replied to ImDeafDontShootMe's topic in General Discussion
Well then, this calls for a suggestion thread... -
This is a good idea. I, for one, appreciate reasoned sadism when it comes to features of DayZ. This idea in particular is clearly realistic and makes plenty of sense. So you found shoes, but of wrong size? That's just what would happen. And in a Hiking Simulator that does matter a good deal. Also, I don't see how it would add frustration. After all, the effect is the same as making clothes and shoes rarer. Unfortunately, I find it hard to believe that this would ever be implemented.
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Meh. Spawn less food! Also, different type of can opener should be needed for each different type of can.
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Jackpot-loot is a good idea. I've been thinking about roughly the same thing; that sometimes at least some types of loot should have higher probability of spawning, if same type of loot is already present etc. For example, it would make sense to find larger quantities of ammunition if you find anything at all. Same thing with guns. I suppose that people who own one gun have proportionally higher change of owning another.
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I am not so certain it would need to reduce number of zombies. My guess is that it would depend on how this would be implemented - for example, are the zeds treated as havin the loot on them, or is the loot actually spawned at zombie's death. And I don't quite see how the later option would demand drastic resources. But then again, this guesswork.
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I'd like zed-loot, even if it was purely random. There was something about this having been left out because of server resources or something, wasn't there? But that would most likely only concern zed's with fully fledged inventories, not so much post-death random loot.