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Everything posted by dickflip
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My Rp premise for the use of team speak; Me and my mates survived the outbreak together, but were pretty scarred amd battered once having reached safety. Will finding we were immune to the contact strain of the virus, our open wounds were infected with a minor airborne strain. Miraculously, our immune systems fought off the infection, however we were blessed with the Horde instinct of the zombies, which allowed us to share thoughts and info telepathically. We use this new power to assist us to kill all humans, bellow war cries over their bloodied corpses, search their loot, and Take Everything. Also, so many people are using it, that it kind of makes sense for me to use it as well.
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Can You Add A Server To Favorits From In Game?
dickflip replied to bigfrak's topic in General Discussion
It's such a minor thing but it should be implemented. It will come in handy, and I say this a lot for ideas on these forums, when housing comes to the game. Groups of players at that point in time will be looking for decent groups of other players to end game PvP against. And as SoulFirez said, you don't actually know the atmosphere of a server until you've properly played on it. If the game doesn't update your history and you forget th name of a server until next time you go to play on it, you'll lose it. And then you've just lost yiur perfect server. -
OP sir, do you have or are you, a vagina?
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They said something about adding in other maps in the future. Rocket said that he would like to use the maps similar to the island maps from the subsequent mods, and for you to be able to boat/fly between them.
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Played on a 1st Person server last night...
dickflip replied to libertine's topic in General Discussion
I agree with implementing a similar stance system to ARMA 3. I originally thought having all those different positions was incredibly gimmicky until I actually played the game. You use them a lot more than first thought, and it makes cover-to-cover combat flow so much better. -
Do New Players Not Understand How Hard Core This Shit Is?
dickflip replied to bfisher's topic in General Discussion
The good ol' snap sound you heard when just bumped your knee while opening a door. -
Maybe you just haven't been there when they've been filled up enough. Urban petrol stations get restocked daily, and that's refilling every fuel type they provide. The underground tanks have about a 75,000 litre capacity for the more common fuel types like low octane petrol. They slowly decrese in size to the smallest tank, holding Diesel, at about 23,000 litres. Stations sell enough fuel DAILY to drain approximately 140,000 litres of fuel. Yea sure, some of the less urban stations may have more fuel in them, but maybe they weren't restocked on the day of the outbreak? Who knows? Dean knows.
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We NEED some way to identify heros and bandits.
dickflip replied to 1S1K-Airborne's topic in General Discussion
I think like human behavioural things similar to the good old elevated heartbeat when looking at another bandit. The only problem is, is that there's no humanity system. Having it work properly would only limit it to players who have killed other players recently, and that totally discounts a majority of random new spawns and players who still KoS but have yet to kill someone in this life. It is a very cool ID system for when housing comes into play. Groups of players are more likely to stay in a server that they create a base/compund in so the system will actually be useful to both the group (for group pride and friendly-fire mishaps) and for non-grouped players being to identify that groups play style. All players would need is like a sewn on badge or an armband that displays their squad xml logo. It doesn't have to stand out to a degree, it can be very very subtle, similar to the way your emblem in BF4 displays on your unit insignia. Probably the only reason it would stand out is if the logo was insanely bright colours. It's a flawless system that only needs to be implemented later on in Alpha/Beta. Right now, there's no point to it. -
That is a highly redundant point. You could tell that I was talking about the original whisper kick where your feet actually leave the ground for a split second to be able to step over low walls. Why you felt the need to comment on that is beyond me.
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Well you could say that every car can rope tow objects, and that one of those objects just happens to be people.
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The Hidden Horde - Housing Tips - Immersion Loot/map Interest - Chernarussians?
dickflip posted a topic in Suggestions
This post is going to be a long one, for these ideas and thoughts literally popped into my head all at once about 5 minutes ago. Check that, upon finishing the post, it was about 4 hours ago. Just quickly scroll down the post to make sure you don't just want a tl;dr. Anyway, this post is going to cover 4 things; - The Hidden Horde >> A compromise that will satisfy the players who don't like large amounts of zombies, and those that do. - Tips for Housing implementation >> What I feel should and shouldn't be to create the best compromise for players on the fence. - More immersive loot system >> To spread out loot more and stop what I like to call "The Triangle Apexes effect". - Chernarus Lives On >> An island encampment off the coast that houses the remaining surviving citizens, government and military of Chernarus (for metagame PvE). THE HIDDEN HORDE Sounds kinda spooky doesn't it? Well it is, so you better be scared. I'm atm on the fence about zombies. While the game isn't fully optimised yet and still in Alpha, it's hard to tell what the final product for the pathing/AI of zambies will be like. Right now, they can be troublesome due to them still walking through walls and floors, but they become absolutely useless when you're out in the open or in the middle of the street. However, the idea I have for when these issues are fixed is thus. I've always seen that there aren't many zombies walking around right now, and my gamer side tells me, "Mate, when the fuck are these pricks going to make this game interesting?" But then my Role-playing side kicks in and says, "What if all the zombies are actually just in hiding? Lurking in the shadows, hunched in massive groups inside those inaccessible buildings?" That's when the movie I am Legend popped into my mind (fuck me that was an alright/okay movie), and I think about those zombies and how sensitive they were to sound but how big of lurkers they were. It occurred to me that some of the zombies may have a horde mentality, while some don't, and the ones in plain sight are just being used by their counterparts. It lead me to think of the original DayZ where if you attracted zombie attention and held it, you would literally have an unlimited spawning zombie horde that would stop once you managed to drop the aggro. So, when you attract the aggro of a zombie it starts a percentage chance counter for the Hidden Horde. This works the same way to original DayZ zombie aggro spawns, except it's on a timer. When you gain the aggro of a single zombie, the HH spawn chance goes up to 4%. This then increases by multiples of 4, depending on how many other zombies you manage to aggro.The occurrence calculation should run within 3 seconds of an aggro'd zombie being killed.If an aggro'd zombie is killed through silent means, that percentage multiple is cut by 75%.Killing a zombie with a non-silent weapon while they are not aggro'd to you, but while within a range that would have otherwise aggro'd them if they were not killed, the multiple is cut by 50%.If an aggro'd zombie is left to chase the player for more than 15 seconds, it will add an extra percentage multiple, then another multiple every 15 second interval after until killed. After every minute of not having aggro, the percentage lowers a multiple. An example situation will play out below.>> you run into a town, aggro 1 zombie >> HH increase to 4%. >> You kill that zombie (with gun) >> HH still at 4% >> Aggro two more zombies, kill them with gun >> HH increases to 8%, then to 12% >> Don't aggro a zombie for a minute >> HH decreases to 8% >> Aggro 2 zombies, Kill one zombie with axe, leave another to chase you for over 15 seconds >> HH increase to 9%, then to 13% >> Aggro 3 zombies >> HH to 17%, then 21%, then 25% >> Shoot all 3 zombies >> Calculation cycles and Hidden Horde is alerted. Get the fuck outta town or hunker down and fight it out. A group of ghoul-like wails will resonate around the city to alert the player that the Horde is on its way. The Horde will spawn zombies for 1 whole minute. Approximately 75 zombies should be spawned throughout the period the HH is active, more or less is up for player base decision. You can try to out run the Horde, but Aggro for them does not decrease in that 1 minute spawn time. You will have to run out of the city limits and keep out of their reach for that whole minute before their taste for your flesh begins to diminish. The amount of zombies alive at a given time during the hidden horde should be up to Developer discretion. However, one thing to note should be the amount of zombies in towns needing to be increased slightly. Otherwise people will just be able to axe all the zombies and never have to deal with alerting the horde. Aggro from zombies should work like threat does in an MMO. Noise generated from weapons is relative to the DPS output of an MMO player in generating threat. The more noise generated by a player, the more aggro that is placed on him. The threat on him then dissipates within a radius of about 30 metres or so. Say for example you have 3 players, one with an LMG about 20 metres away from the another with an AR, and a sniper up on the hill about 400-500 metres away. While the LMG and Sniper both produce a similar sound signature that's louder than the AR, since the Sniper is further away, of course, he doesn't generate any aggro. If both the LMG and AR are firing at the same time, the aggro percentages will be balanced in favor of the man with the larger calibre weapon. However, if the Sniper replaces the man with the LMG and is only firing a shot every 5 or so seconds, while the AR guy is firing almost continuously, the AR will therefore generate more aggro. This will also put a new spin on firefight engagements in cities and towns, as the player who makes noise first, draws HH aggro first. HOUSING TIPS (and related) While I and others are unsure of how the devs will actually tackle player housing, I feel there needs to be a few things noted to get it right and to make it enjoyable. It's been said that rocket wants to do underground housing. This is okay as long as the housing isn't instanced. I don't want to have my head blown off during a loading screen from some guy finding my house's entrance and camping it. For if housing isn't underground, there's this; Playing DayZ Origins was probably the greatest time I ever had playing DayZ. PvP and the Raiding of Sector B in that mod were the greatest aspects of the game, and one of the other key elements was the setup of housing and the subsequent implementation of the fortress. While many people do prefer Epoch due to its trading and modular house system, my clan mates and I could never seem to get into it. Every day after having been asleep overnight, foreigners would come into our server and break into our houses, simply by ramming them with vehicles or shooting at them a bunch of times. It takes a lot of work to make many of the modular house pieces, and to wake up overnight and see half of the walls missing from having some dickheads be sneaky fuckers just breaks immersion to another degree. I was happy with the maintenance side of house parts, and would be happy to have them be destroyed due to lack of care as that would've been a lapse of care on my part. But allowing them to be destroyed by other people is a highly frustrating mechanic. I've also heard stories about people fixing/buying/stealing helicopters just to kamikaze into people's bases, and completely destroying them. This is a no no. It may seem like a waste of a good chopper, but you'd be surprised at what DayZ players do sometimes. Origins housing, while slightly bugged, was safe, solid and still hard to build by oneself. It looked cool, stored your gear and gave you a place to rest and restore health. You could horde enough gear to fix up a chopper, gear yourself up with military loot, then fly yourself over to Sector B for some higher end goodies. That's if you survived the onslaught of deadly precise AI. I want this in game again, but I'll propose this idea later in this post. People didn't like the fact that houses couldn't be broken into or destroyed, but people assaulted you enough while you were around your house that it made you not want them to be destructible. Plus, it would just make the randoms who log on after hours actually have an advantage. I like the idea of modular housing and that should definitely be a thing. I've thought of an idea that can allow both indestructible buildings and modular housing. Players can craft two types of building modules; Home - anything to make your home / that can be attached to your home. A foundation marker must first be placed before any home modules can be placed. This marker will not allow a house to extend beyond a 20mx20mx20m (or other designated 3 dimensional area) boundary. Foundation/floor modules must be lain before any walls / furniture / objects can be erected on the floor. Any house modules within this marked boundary are indestructible. Any player houses cannot be built within 50 metres of the edge of the boundary without placing a Community plot (to be discussed). While home modules are indestructible and do not take damage, they will degrade, and will need to be maintained in order to stop them from failing, and in the case of walls / roofs, exposing the inside of the house and allowing enemy players to gain entry without having to catch you unawares with your door unlocked.Compound - Easier to build, easier to erect and easier to maintain than Home modules. These parts can only be built within a certain distance (to be decided) from the boundary of one's foundation marker. These usually consist of corrugated iron fences, sandbag walls, concrete slab walls, large wooden log / plank walls and scaffolding that can have raised platforms attached. This allows a player to have a little extra protection when they either build, or finish building their Home. It's an extra bit of gathering on top of constructing Home modules, however they can be destroyed by other players and zombies. Their resistance to attacks depends on the material they are constructed of, and as they degrade from damage, they have a higher chance of being penetrated by enemy gunfire, until they completely break and collapse. Housing markers should not be able to be placed in towns. A minimum of 150 metres from a town. Players being able to block off entire buildings / loot spawns to other players, while realistic, is incredibly unfair. Another aspect of player housing I wanted to add is Community plots. These are flags / banners that have a large boundary area known as a Commune that extends depending on how many players are registered to that plot. When and if BE decides to add xml's to DayZ, if at all, a commune's xml icon will be displayed on the banner. It's a system to allow groups to recognise each other, build large seamless complexes with each other, and have their gated community grow as it gains members. The banner must be crafted, and then placed. Once placed, the placer of the banner (whom I'd like to call Warlord because it's very kind of Guerrilla rebel terminology) scroll wheels on the banner and selects add player to commune from the drop down. He then goes to the player wanting to be added to the community, scroll wheels on them and selects Add to commune. This then allows that player to begin building inside the plot boundary, and allows them to access community chests. A community chest is a storage container that a Warlord categorises as such (i.e. sort of like a guild bank). A community chest is the only chest unable to be cracked. Warlords also have the ability to assign other players with minor Warlord powers, like being able to add people to the commune. Any player that stumbles upon a Commune, if they are able to approach the Community banner, can see a list of the players registered to that commune. While it seems this caters more to a group based environment, it can also be used by Heros to create medical outposts, bambi shelters and bandit prisons, and can be used as a secondary storage area. Many people also felt that Origins catered way too much to PvP/group-oriented gameplay, as it promoted clans and clan warfare. As with my previously stated idea, I do not see this as a problem, for during our time playing Origins we hardly ever went after lone players unless they went out of their way to attack us first. Most of the time we were too busy gathering gear or being ganked by / ganking the other groups. There are those that still may see clans as the bane of lone players so I propose a server listing filter. Server owners, depending on what form of gameplay they want in their server can list their server as either Group-based, or regular. Clans or groups, if they don't have their own server, usually have to go through the whole process of trying out servers and their atmospheres before actually finding one with other consistent grouped players. Having a simple server filter will ease this, and allow lone players who don't particularly like being hunted by large groups find an appropriate server. I don't expect everyone to obey this though, it's just there for people who want a preference for their play style / atmosphere. LOOT SWITCH UP This seems like a very minor point to many but it kind of does get one wondering. Why is all the loot in places you expect it to be? Yes, not all of the loot from houses has actually been taken. But most of it has. Someone brought this up in a recent suggestion post that was about making Chernarus more authentic for a bit of immersion. I feel that randomly chucking an assault rifle on some dead bodies around a burnt out military vehicle is fine. Seriously, think about it for a second. Did every Chernarussian just magically turn into zombies simultaneously at the beginning of the outbreak? Is that the reason why all the loot is still so precisely placed in the world? Wouldn't the Chernarussian military have been sent in to try and contain the outbreak? Where are all their dead bodies? Why aren't all the armaments and gear off fallen soldiers in circulation? We should be seeing a lot more military blockades, military vehicle wreckages and mass deaths. Sure you can argue its still Alpha, it's just something to consider to give it that extra authenticism. An another thing, can we expect to see actual Chernarussian weaponry. We all know locales in Chernarus are based off of real locations in Czechoslovakia, so what about the Czech military issued weaponry? Are we going to see the Sa-58 variants or the Cz 550 again? I know devs have mentioned some things about not wanting to make the game too militarised but at least put in some actual Czech issue weaponry. With the whole keeping Chernarus interesting point, there's also this problem I'd like to dicuss; THE TRIANGLE APEXES EFFECT While this is a picture of ARMA 2 chernarus, it still provides the same example. Each circle represents the areas of highest player activity. Why? For those who are a bit slow, let me explain. The south bubble represents the two loveable cities of Chernogorsk and Elektrozavodsk. Major spawn points, with a military loot spawn in each of them. Elektro has two firestations, Cherno has one but just down the road is the Balota airstrip, which is also a miltary spawn. To the Northeast is Berezino. While normal loot heavy, its military spawn has been taken away, yet just Northwest about 2 km over the hill is Kraznostav aipstrip, which has military loot. Then, the famous Northwest Airstrip where everyone goes to die, now has 2 sets of military spawns. What's in between those three hotpoints? Nothing. Zip. Zero. Shit all. There's hardly any interest to anywhere else on the map, and it's the reason why I don't like Chernarus. There's only one reason to go anywhere in DayZ and it's military loot, but since it's been monopolised to three corners of the map, it's the only place anybody goes. You have all this beautiful unused space smack bam in the middle of the map and you've lured everyone into using the coast or the Western border. I commend you for putting in the Pavlovo, Zelenogorsk and Kabanino military spawns for a bit of variety but all it's done is make people go from Cherno, down the west coast and up through Zelenogorsk to get to the NW airfield.The only time people ever venture into towns is on a B-line to a military spawn or the coastline All the players complaining about KoS are being killed in these high traffic areas. You can help reduce bambi on bambi slaughter by reducing that traffic and dispersing it through the centre of the map. I'm sick and tired of having almost nowhere to go except one of these three places. I want options man! Freedom of Choice and all that shit!! Make more military bases - I'd say put one in black forest NE of Guglovo, it could be hidden inside the forest and under tree cover and it could be like a secret military base that civvies aren't supposed to know about or some shit. Put another one at Grozovoy Pass, like it's there as a security checkpoint for Border crossers. Make more skyscraper cities! Put one along the Northern border where you've stuck that massive highway that spans the whole entire length of the map. Nobody has any need to go farther north than the airfields because there's nothing there! (Also that massive highway that's actually a 2 lane road, plz turn it into a proper 4 lane highway with a large median strip and everything, it'll be awesome to drag race on once vehicles get here). Another POI to venture into, that I would deem pretty cool is an Observatory on one of the mountains at the Northern Border. Like it's sitting there, clinging to the edge of the mountainside, and as you leave the treeline the spans that highway road, you look to the North and think, "Woah, awwwwwwesooooome!" Also, when vehicles and housing become a thing, I would suggest some more quarries. The one in Solnichny, probably going to become a deathmatch zone. CHERNARUSSIANS WILL LIVE ON!! I stated before that one of my favourite aspects of DayZ origins was the military AI and Raiding Sector B (The stronghold that housed all the rich peeps who could afford a private military army). Many people are against adding similar NPC's. I'm all for adding them. It provides an extra bit of metagame, it's great immersion and provides an extra bit of intense suspense and thrill. Here's how and why, with RP background!; So far there's no given backstory as to why the outbreak happened, or what happened to all the Chernarussian citizens once the apocalypse began. Now, there's a crashed cargo ship off the coast at Rify, north of Berezino lumber mill right? My Theory: The governing body of Chernarus decides that their military efforts against the zombie plague are futile, and decide to abandon the country. However, even though it is the same situation in neighbouring coutries, government officials are skeptic, and believe that their-not-so-friendly-nor-diplomatic neighbours would rather take advantage of the country, than assist each other. The government is divided, and with members crossing the floor on the issue of not abandoning the homeland, the country seems sure to fall into chaos, anarchy, then be wiped off the face of the Earth. However, it came to light of an old oil refinery off the mid-east coast of Chernarus. It was a large complex, high-walled and secured in a compund situated on a natural island. It was used to process and refine the oil shipped in from the oil rigs offshore, before being transported to Chernogorsk or Berezino docks. Acquiring 3 large cargo ships, the military stages an exfiltration of all possible civilians. A single trip with each ship was all that was needed to ferry the citizens from the lumber mill docks to the island. The military also successfully uses them to ferry supplies, materials and the remainder of their armaments across. Once finally finished evacuating the country, one ship is drained of its fuel and left to drift out to sea, while the other two are used for salvage and housing. Miraculously, the sea currents and a heavy storm bring the abandoned freighter back to land, breaking it upon the rocky shore of Rify. That's the reasoning for the shipwreck. Now for the raids and AI flyovers. Just over 6 months later, a navy patrol radios that a small fishing boat full of Chernarussian citizens has been taken into custody. The navy is given orders to escort them to the refinery. Investigations proved them all to be true Chernarussians, some of them even holding onto passports and other forms of identification. Over the next few months, the navy encounters pirate attacks while on patrol, that start off as irregular and slowly become more constant and aggressive. Turns out, the Chernarussians that had provided identification during the prior investigations were all bandits, using a home made radio system to broadcast to their colleagues when navy patrols left the refinery, to try and steal military gear and equipment. The rats were found and executed. However, government officials believed it was their bordering European neighbours using pirate and guerilla tactics as cover to attempt to disrupt their security measures or cause enough damage that would reduce their defensive capabilities. As such, the military was ordered to perform flyovers of Chernarus and gun down any non-infected human being, in order to deter and disrupt the enemy's military advances. So this gives reason for bandits and heroes alike to fly over, raid the settlement for gear (bandits reasoning) and to deter the military gun runs (hero reasoning). What about navy patrols? They are almost always out on patrols so they won't be able to shooty your chopper down for flying over there. What about AA defenses? There are minimal, but they are avoidable by flying low as they are situated inside the high compound wall. I got pretty tired writing all this down so my writing probably starts off neat and thoughtful, but by the end it's like blergh. Anyway, just comment. It's only ideas and thoughts. I got pretty heated while writing the stuff under the Chernarus picture because I seriously think this map needs a HUUUUUGE overhaul. -
The Hidden Horde - Housing Tips - Immersion Loot/map Interest - Chernarussians?
dickflip replied to dickflip's topic in Suggestions
^ All of this yeah except the already implemented military bases. They're all hogging the western side of the map. Sure reduce the loot spawn rates but still implement other military bases. Otherwise the traffic will still be incredibly high in those specific areas and there will be no new interest. Also, Svetloyarsk only has traffic as it's new and people are discovering it. Sure it may have a few more visitors when housing comes out and people place their houses up near it. But right now, it's just another coastal town. Enterable houses don't attract people to towns. It's just a form of creating more loot placements per spawn. Sure if the house designs were different in every town, then the enterable buildings would attract customers. But buildings are copy-pasted all over the shop, so it's just investigating the same layout but in a different valley. Thanks for the feedback though. And don't worry about being critical on the internet. Everyone's a dick on here anyway. And I don't think anything but what I'm asking for is going to change my opinion on Chernarus. -
The Hidden Horde - Housing Tips - Immersion Loot/map Interest - Chernarussians?
dickflip replied to dickflip's topic in Suggestions
4% chance of the horde being called out. The idea is for people who like zombie hordes, and those that don't. Those that don't like zombie hordes will have an added risk for loot searching cities. -
I dont understand why there is no AUTO RUN KEY!!!
dickflip replied to Bohannan (DayZ)'s topic in Suggestions
The amount of times I've been booted from servers for running auto hotkeys in the background -
"It's okay, I can whisper kick 'em to death." EDIT - Only problem I find with it is that it's actually a step over animation. It needs that actual ARMA 2 jumping animation. It's just not the same anymore
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IKR? It's literally like you and the people in the server have just arrived in the country all at the exact same time, and the Chernarussians who lived here all simultaneously transformed into zombies at the beginning of the outbreak, leaving every piece of useable loot in the exact same spot it was at the start of the apocalypse. I find that there should also be more military weapons as well, I mean, wouldn't each government have been rallying its armies to counter the zombie hordes? They should've been, but where is the Chernarussian Armed Forces now? They aren't hiding out in the country anywhere, and they would've had to have had some casualties, whose weapons and gear would've been left behind under the stampede of undead. Seeing as Chernarus is based off real life places in the Czech republic, maybe we should be seeing more Sa-58s and variants lying around? Maybe even the new CZ-805 should replace the M4? With the zombie horde, I don't think it should be any random place like in the woods, but more urban-centred. Zombies aren't roamers, they're too brain-dead to think beyond violent cannibalistic instinct. Zombies can be problematic in tight spaces and at times that you aren't prepared for them, but when you are just wandering through a town and there are almost no zombies, it does get kind of dull. I have an idea to fix this but I'm gonna put it in another post.
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List of things that I feel this game needs either implemented or changed; HOSTAGES When you have been handcuffed you have 3 options; - Wriggle out until you're free - Wait until your captor lets you go/kills you - Log out and kill yourself (which leads to you losing all your gear) When you become restrained people just fuck with you until you die from bleach poisoning, throwing up all your insides or your captors just become bored and end you. To deal with the torment, people just log out and kill themselves. The 'insta-death' solution to captivity-loggers doesn't work at all, as the whole point of it is to keep restrained players restrained, and many players would rather lose all their gear than be tortured. This kind of defeats the point of being able to take hostages. Whats the point of taking the risk to get close to another player (a possible threat) and handcuff them if they're just not going to give two fucks otherwise and log off immediately. It would be quicker and a lot safer just to shoot them. Plus, if you're a Hero restraining bandits, it gives them a faster way of breaking free. I propose perma-captivity. This means that a player stays restrained until they either break free of the restraints themselves, or are executed. Logging out causes a players character to stay in the game until they are freed or killed. At this time, captors can do whatever they want to a captives character: Move them, transport them, loot them, kill them, it doesn't matter. Server hopping should definitely be removed for this to work effectively, and while I don't mind server hopping too much, I despise players who escape my restraints by logging out. Players want a hardcore, post-apocalyptic, zombie survival FPS - this is a mechanic to suit. This should be implemented if player housing is going to be a thing. Slave dungeons and bandit prisons, I'm all up for. My outfit and I used to play Origins, and everyone knows that if you have a decent group of players, or if you put enough effort into making a house, you aren't going to leave that server any time soon. This removes the detachment that people have for their current DayZ survivors, as they are more inclined to care about the effort that they went through for attaining materials and crafting recipes for the houses. Simply switching server would give you a brand new character, which reiterates the 'logging out and starting fresh' approach to escaping the bonds. But that player also has a house that isn't on this new server, their own personalised abode is no longer with them, and they'll have to go through all that effort to start anew. FIRING FROM VEHICLES Should definitely be a thing. Sure it seems OP if you have a group of 6 guys packed into the 4 seater Hilux with two in the tray. But of course you'd have the balancing effect of rough terrain and inertia throwing off a players aim similar to (or even greater than) the way strafing does. Three extra points; an occupant can only have a specific firing angle from inside the car. They're more protected sure, but it's limited to an open window. They can open passenger windows or the windscreens (front and back) by shooting it out which will give them a greater firing angle, but also reduce their protection, and create the chance for them to actually damage the car from the inside out. Having the ability to create damage to the hull of the car by an occupants inability to analyse his firing angle or judge the terrain a driver is traversing will have a negative effect on the vehicle, thus creating another thing to be cautious of. Shooting to break windows open will require new windscreen parts to be attached. To negate the above two effects, a passenger can 'turn out' and be exposed to a greater range of enemy fire, but also extend their firing angle simultaneously. Their aim is still affected by inertia etc. and will still be able to shoot the vehicle they're in by accident, and even have the chance to kill another passenger who also decides to turn out. A driver should have the ability to fire a weapon, but only as small as a PDW or similar sidearm with a highly limited focus on either firing angles, or multi-tasking (i.e. have a limited amount of car control while leaning out of the vehicle etc). BURIED CACHES & PUMP SHOTTY I've heard something about buried stashes being implemented, but do not know much on the details so I'm proposing how I feel they should behave. Once again, a DayZ Origins story, but we collected a few of those weapon crate/lockbox things and scattered them around the map, filling them with random but useful gear that we may have needed to utilise in a time of crises. One gripe we had about them was that they were too obvious, and stuff would sometimes go missing even though we dumped a large amount of thought into placing them and concealing them. I wish for these same types of lockboxes, that can be placed both above ground and buried. While buried, the ground would look disturbed on top of their location, but would work as concealment enough that a player would not recognise it if they weren't particularly searching for them. Last but not least: please add the Mossberg or 870, pretty pleeeeeaaassseee?? I've always liked the pump action shotty in many of my zombie games, but DayZ was the only game in which I've never been fond of them. Why? Because you Never. Racked. The. Slide. It's probably the most badass thing about the pump action shotty. Not only that, but it's probably viewed as the number one zombie fighting weapon. It was the same problem with Lee Enfields and Mosins that were used in the mods. They felt so awkward to use, even though the round from them almost always killed you, and if it didn't it knocked you out. Now that the bolt action rifles have the bolt pulling animation, I feel like a fucking pro using them, and there's the placebo effect of the gun feeling so much more solid. So please, if you give me at least one of my pump shotty's with an awesome pump animation, I will rack off to this game for the rest of my life. cwutididthar
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It's handy also to note, that when you actually attach a scope to a gun it automatically switches the zeroing to the default for that scope. E.g. When you attach the ACOG the zeroing will always auto switch to 200.
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Kneepads, elbow pads, and being able to tuck your pants into your boots should be an option as well. Think the whole tire/metal plate pauldrons would be a thing, as well as other random pieces of metal used a greaves and bracers too. I would really like to start looking like this:
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Would most likely be used for traps. Anyone with a brain who wants teamwork will go to teamspeak/vent/some other 3rd party VOIP program. Not a bloody hand-held radio.
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Wait... Vehicles with customisation confirmed? Time to get me into my supercharged Hilux...
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Vehicles arw a definite must. If you a group of people is a MUST for building and maintaining a vehicle, thrn teamwork becomes OP in a way it shouldn't be, as teamwork is never OP. The toolbox is a good idea. But every part on the car needs a different combo of tools; i.e. fueltank needs a shifter, pliers and screwdriver. Don't have one of those tools then you should be unable to attach or fix the fueltank. Parts should require minor parts as well, like nuts, bolts, metal screws and washers etc. For attaching tyres you will need all 5-6 wheelnuts before being able to attach the tyre. All the wheelnuts have to be removed to change a damaged tyre, and damaged tyres shouldnt just disappear, the rim should still be attached and bent out of shape and stuff, but just have the rubber torn off.
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I would really like to see the game portray the zoom on scopes only through the scope lens, and not causing your players whole FOV to compensate by zooming in also. Sure, it may be hard as the game has to render both views, but it's just something that would be nice to see more often in a game.
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My entire group just died... and there weren't even bandits or zombies.
dickflip replied to RangerFire's topic in General Discussion
For that classic story, you have my beans.