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Declivever

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Everything posted by Declivever

  1. Declivever

    Boil Water

    You should be able to boil water in pots/pan/cans to kill pathogens.
  2. Declivever

    Let's talk about Learning

    You should have books the player reads to learn how to craft things in game. It should add more realism to the game, and more variety in player characters. Not everybody knows how to sow, farm, tan leather, draw and quarter a animal/human, perform cpr, make a fire, clean a gun, etc... I think you see where I am going here. I believe certain actions in the game should require the acquisition of knowledge via books. The player should be required to travel and locate books on how to perform certain tasks, so they player's character can "learn" how to perform such skills.
  3. Declivever

    Plants should follow the seasons

    Right now from my understanding it is winter in DayZ. I propose that the plant life of DayZ follows the same principals in real life. IE: No Berries/Apples during winter time in DayZ. Farming is harder in DayZ During the winter. Maybe add a greenhouse or something to allow for some farming during the winter.
  4. Declivever

    How apple/berries should work

    Yea, I think the lack of food/water will encourage travels to other areas. Which will allow some or most of the towns to see people.
  5. Declivever

    How apple/berries should work

    Yea, my ideal is very similar to yours.. Except with mine once a tree is barren it is done until server restart. I am for the water pump being similar. The water quality should also decrease and provide less hydration the more it is used. Until of course, the water pump is dried up. Which will last until the server restarts.
  6. Declivever

    Boil Water

    Assuming you can drink it (it looks like to me it is just for cooking), does it kill pathogens in pond water?
  7. Declivever

    How apple/berries should work

    I am kind of a fan of a increasing chance of ruined quality until empty. Fresh Tree (lets say tried 0 - 20 times) Shows a tree with apples on it. When Searched it says: I found an apple 1-5 | Pristine 5 - 10 | Pristine or Ruined Same 2:1 ratio 11 - 15 | Pristine or Ruined : 1 : 1 16 - 20 | Pristine or Ruined : 1 : 2 Empty Tree(21st try) Tree with no apples Not Searchable Note: The numbers are made up and can be any number that the devs deem fit.
  8. Declivever

    Your .61 Experiences

    I haven't seen a wolf yet. I spend a lot of my time in the Forrest. So, I will one day. Out of all the players I have seen only one has killed me. Usally, if I catch them close to me and recognize via voice they seem friendly. I heard a few shots from time to time though. Food hasn't been to bad I start early game with apples, and some water. Then mid-ish game is chicken cooked in some shack in the middle of the woods off a dirt road somewhere. Most of the rest of the time is either watching for players, and looking for loot such as clothes to turn into rags for a rope, and burlap sack, and, of course, guns and ammo.
  9. Declivever

    a few ideas based on the suggestions thread

    1 I really think there should be several spawn points, and each should be varying conditions. A few could be at the cost wet, or in a Forrest but starving, in a city being chased by zombies, near a forest with broken legs. Just some examples here. But variety in spawns and situations... I also like the ideal of being spawn with different sets of clothes/loot. 2 I would like to see a cargo plane that fly's in and crashes at random areas... Imagine walking though a forest and see a fiery hell storm com crashing down. When you get to it debree/corpses are littered everywhere. 3 They are not zombies, they are infected. Zombies are already dead, thus requiring a head-shot to destroy the central nervous system that controls them. The infected are still alive just like the player. Think of it like rabid humans. With that said, I would like to see different stages of infection that mutates there body, as well as more animations for the infected. 4 I do like this ideal, and it could support the ideal of modified weapons, or even homemade guns/weapons. 5 This is interesting to me as well. It would be nice to interact with objects in the world more than just opening doors, and chopping down trees.
  10. Declivever

    Havent seen a soul!

    I ain't gonna lie on Experimental, I may have seen 9 players(3 being dead/unconscious) that I am aware of on my guys 10 hour life. First encounter, 3 players on a road somewhere on the eastern side of the map near the beach. All are fresh spawns. Apparently, one knocked a guy out, and the other guy killed him and was trying to do cpr on his buddy. I helped with the CPR until his buddy decided to respawn. Second encounter, I stopped to get a drink at a water fountain, and he sneaked up on me and shot me. Third encounter, a player who was already dead. I took his shirt and turned it into rags to make a rope. Fourth encounter, a group of (luckily) 3 friendly players looting a town I happened to be in. They told me the told was inhabited by gay men. I told them okay and moved on. Fifth encounter, a guy at the mouth of a hospital asking if I just came from a military spawn. I told him I had, and there wasn't anything there. Because, well other than two AK parts and a hat I let there, it was picked clean. Additional Content. I would also like to point out, I tend to try to avoid players. I like to sneak and observe from afar.
  11. Declivever

    Let's talk about hosters.

    I think we should have side holsters not only the chest holster.
  12. Declivever

    Grass draw Distance

    It really should be extended further than it is now. I assume it is not at the moment due to performance issues. Maybe when the game is more optimized? Could also be a limitation on the engine they are using, thus making it impossible. It is so immersion breaking for me, when I see it cut off, or pop in in patches.
  13. Declivever

    Add in a Benchmark

    I think a benchmark would be great for alpha too. They could use it to test different specs under a controlled circumstance with varying intensity. Could be useful.
  14. Declivever

    Let's talk about Learning

    That would work. So the current suggestion is, a book/pamplet that the player starts with that has basic tutorial on how to craft some things (like rope/handrill, etc..). For fun, you could make a few tutorial books that only teach a few random different things.
  15. Declivever

    Let's talk about Learning

    Immersion... to put it simply. Some people (actual ration I am unsure of) like myself, don't use the wiki, or even online maps. Everything I know how to do, I have figured out by doing it in game. Which is mainly done by trail and error. I do watch some video on you/twitch from time to time.
  16. Declivever

    Let's talk about food.

    Nutrition More varieties of food, possibly with an effect on a player. If you eat unhealthy food, make the player more likely to get sick due to poor nutrition Poison The ability to poison food.
  17. Declivever

    Let's talk about food.

    I think it is more of the lower quality food you eat the higher chances of disease/infections you get and vice versa. If you eat crappy food you would be more likely to getting sick from drinking from a stream of water, for example. I am very much in favor of poison food as well, for me it would allow for more of a stealthy style of play. Lot of players around? Eliminate them by carefully placing a poison apple in a building somewhere, and watch them slowly die of the poison.
  18. Declivever

    Let's talk about food.

    I also like this idea.
  19. Declivever

    Let's talk about ammunition.

    There should be different kinds of bullets for different guns, and they should do different damage values? on different equipment. For example, Hollow points, tracer rounds, etc...
  20. Declivever

    Let's talk about ammunition.

    Yeah, I would assume and understand a system like the one I suggested would be fairly difficult to implement. But it is something I would like to see at some point in the development process. I don't want gimmicky either. You know realistic, actual bullet types that exist today.
  21. Declivever

    Let's talk about Learning

    I also like this ideal. This why I wanted to talk about this topic, and the others I posted yesterday, My ideals are just my thoughts, but I want to encourage other thoughts as well. Thanks for the input everyone.
  22. Declivever

    Let's talk about Learning

    I'm not sure how you got stuck in a animation for an hour? I mean you could animate the player reading the book, but far less than an hour. But I think this might be a better option. You pick up the book, and maybe inspect it (not read, just view in the inspect context menu no need for that much) it gives you the ability (You get a notification of some sort like you do when your hungry). Then you can put it back down, and somebody else can read it. Or you can take it with you, but it would serve no real purpose after the inspection because it has already served it's purpose at that point other than maybe ripping out a page. As far as using the skills. You haven't read the book, the option doesn't appear. For example: You haven't read a Camping 101 book: You try to make a bow drill by combining bark, and long stick the option to create a bow drill does not appear. You have read the Camping 101 book: You try to make the drill bow, and you combine the bark and long stick. The option is now there.
  23. Declivever

    Let's talk about food.

    I was thinking more of a you eat healthier choices like apples, such your charater is more healthy. You eat junk food, you character is more suspectable to getting diseases. Did not think of the alcohol tincture as a poison for food.. Time to leave some poisoned food around in some houses.
  24. Declivever

    Let's talk about Learning

    I see what you are getting at. I was referring to the annoyance of having to get the books to learn the skills again after death. Not the death itself, don't misunderstand, I am a very big fan of perma death. I was a avid UO player (fel not tram) for years where you could loose real life months (even years in some cases) of work for items if you made incorrect decisions or was unlucky. I like the ideal of you get a book that teaches you a skill or set of skills because I am also a fan of realism. Like I mentioned earlier, not everyone is a avid hunter and can draw and quarter a deer/chicken/pig/whatever not everyone has the knowledge to perform basic cpr, etc... My examples to try to be clear: Camping 101 Teaches Drill Making Teaches how to build a firepit Tanning 101 Teaches how to tan leather. Etc....
  25. Declivever

    Let's talk about Learning

    Well you could have your learning tied to all characters created, in order to avoid permadeath annoyance. With that said, Either way would be fine with me personally However, it places more values on skill sets that people acquire, and would encourage grouping/trading skills. I am thinking of more of a 7 days to Die/Miscreated book philosophy where you just generally learn how to use the skill. Not fallout/elder scroll where a point system is used to determine skill success.
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