xBlackCat
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Everything posted by xBlackCat
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Weaponry. Necessity borns the masters.
xBlackCat replied to Gordon Axeman's topic in DayZ Mod Suggestions
Duct tape works just fine, among other things. Fur can also be used as a stablizer, but they fall out of the air quicker. Edit: slow down faster* strictly speaking they fall at 9.8 m/s/s either way. -
Overcoming resource constraints to allow server-managed large scale zombie migration
xBlackCat replied to mariuslv@gmail.com's topic in DayZ Mod Suggestions
i think it WOULD be cool, but also at odds with the game. To me, the game shouldn't really allow the players to feel like they are in control. That goes beyond survival to me, which is the main focus. Right now, even at end game, you don't usually just walk into town shooting at anything that moves. You sneak in, loot, and get out. Perhaps it would be at odds with the spirit of the game. At any rate, I'm not saying that securing an entire large city ought to be a possibility. What I want is for zombies in DayZ to feel more REAL. To me, the current system of fixed zombie spawn areas pumping out zombies ad infinitum detracts from immersion both because it fails to account for the constant and sudden appearance of zombies and because it leaves you with the impression that killing zeds have almost no impact on the game world - not even in your immediate location and not even for a short time. I believe having zombies be more persistent and allowing them to migrate around the game world would do much to increase immersion. I think the balance here is to use both systems, in a less severe way. I like the idea of the roaming zombies, i like the idea of roaming hordes, i just dont think that these alone are enough for the game. Having zombies spawn around buildings at a distance (but not in front of you) along with the chance of zombies wandering in as you are there seems like the best mix of the two. -
If everything you said is true, does that mean the game will also allow the moon to rise before the sun sets, as it sometimes does in real life?
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I would like to see a new bandit system.
xBlackCat replied to BadAnti's topic in DayZ Mod Suggestions
Similar to what i said above, there are only 6 people who managed to kill 100 people or more after nearly 5 million characters. A buffer of 5-10 kills would eliminate like 80% of the bandits and do very little because the bandits with more than that are going to snipe you from 500+ meters -
Weaponry. Necessity borns the masters.
xBlackCat replied to Gordon Axeman's topic in DayZ Mod Suggestions
Facilitating an entire life away from any buildings would allow you to play an entire character without ever seeing a zombie. And that really doesn't suit this game at all imo. It would go from zombie survival simulator to just survival simulator. -
Weaponry. Necessity borns the masters.
xBlackCat replied to Gordon Axeman's topic in DayZ Mod Suggestions
Read my post. I said that people don't want to go to cities... Where else are you gonna find the stuff you listed? Ive known farmers. They do all their own handiwork, improvements, and repairs. You are more likely to find 5' of PVC pipe on a farm than you are in a city home. Rope and fishing line doubly so. Heck, one guy i know has a barn full of different lengths of wood, pvc, metal rods, and whatever odds and ends he can find, for whenever he wants to slap together a rig for something. And I don't think its that unusual. Running out to home depot isnt an option when you live in the boonies. -
Overcoming resource constraints to allow server-managed large scale zombie migration
xBlackCat replied to mariuslv@gmail.com's topic in DayZ Mod Suggestions
i think it WOULD be cool, but also at odds with the game. To me, the game shouldn't really allow the players to feel like they are in control. That goes beyond survival to me, which is the main focus. Right now, even at end game, you don't usually just walk into town shooting at anything that moves. You sneak in, loot, and get out. -
Weaponry. Necessity borns the masters.
xBlackCat replied to Gordon Axeman's topic in DayZ Mod Suggestions
bows are much easier than you think. Some PVC pipe and nylon rope or fishing line are all you truly need for a survival bow -
Overcoming resource constraints to allow server-managed large scale zombie migration
xBlackCat replied to mariuslv@gmail.com's topic in DayZ Mod Suggestions
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I would like to see a new bandit system.
xBlackCat replied to BadAnti's topic in DayZ Mod Suggestions
im on the fence about the idea as a whole, but your numbers seem a bit optimistic. #1 bandit of all time had 290 murders. The next best, who happens to be the best bandit alive currently has 135. the numbers for bandit killers are even worse. #1 - 65 bandit kills, still alive #2 - 43 bandit kills, deceased #3 - 35 bandit kills, still alive getting to 100 puts you in the top 10 after nearly 5 million characters. 1k and 10k aren't going to happen. -
Overcoming resource constraints to allow server-managed large scale zombie migration
xBlackCat replied to mariuslv@gmail.com's topic in DayZ Mod Suggestions
I like the idea a lot, my only question would be where the zombies spawn from once this system is implemented. I feel like it is important for zombies to keep the pressure on in towns and cities, but such a system would allow a large group to force the zombies out and keep them out, with little threat to looting after that. Using such a system in addition to the game as it is right now seems like the best way, having buildings remain hostile with roaming hordes as well. -
With all the farms around, i have to imagine someone would have a crop-duster in the area. A 1-4 man airplane with no integrated weapons would be quite fun in DayZ.
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Blood Types - Adds realism and dynamism to DayZ.
xBlackCat replied to Phate4219 (DayZ)'s topic in DayZ Mod Suggestions
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Im pretty sure you can start a fire in garbage cans. You just cant move them.
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i like the idea, but it seems like there is a chance of it being abused. Quickly moving around while crouched by tapping the shift key repeatedly, for example.
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Blood Types - Adds realism and dynamism to DayZ.
xBlackCat replied to Phate4219 (DayZ)'s topic in DayZ Mod Suggestions
Why don't we just assume that hospitals are well stocked with O blood, and leave it at that? Edit: If you wanted to make it work though, have blood types work as expected, but also make it so that using a blood type different than your own is less effective, which is true. Also, make O the most common, and AB the least common. AB would be able to use any type, but unless they find the rarest bloodpacks, they will only go to 9000 or something instead of the full 12000. -
If I had my hands in this mod (updated server jumping fix)
xBlackCat replied to Carl Weathers's topic in DayZ Mod Suggestions
Throwing knives are dumb in any game, and ever since CoD had them, it seems like I've seen them suggested in every game i have ever been on the forums of. Not that I am using the CoD-kiddy reply; it just seems like killing people by hitting them in the toe after ricocheting three times really popularized the weapon. Throwing knives require tons of practice to be able to even stick them in a large wooden target of known distance. Estimating the spin on a target of unknown distance is the next skill to be learned. Adding in the movement of a target is massively difficult even for the best in the world. Any trained professional will tell you that throwing away your weapon is the worst thing you could possibly do. Finally, the damage they do would be minimal except for the rare occasion you could get penetration. The most you could reasonably expect it to leave is a slash, due to the rotation of the blade. A spinless throw, on the other hand, only has an effective range of 10 feet or so. And still lacks much penetration. Here, aiming for vitals would be the key, and you are back into world-class territory. -
The directional hearing in Arma 2 is actually very accurate. With a decent pair of headphones you should be able to tell exactly where noises come from. With a bit of practice you can tell a relatively specific direction a gunshot came from the first time, no second shot needed. My only problem with the sounds in the game is that proximity is not factored in very well. Its often hard to tell if a zombie noise is 5m away or 20m, and have to look to tell if it is safe. Edit: when i say decent headphones I don't mean gaming headphones. I'm sure they work, but they aren't worth the money. Better to buy a $50 sound card and $50 headphones than spend $150 on gaming headphones; as an extreme example.
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Remove Crowbar spawns since hatchet works 1.7.1.5
xBlackCat replied to Fifty -50-'s topic in DayZ Mod Suggestions
Eh' date=' i dont really agree with the argument. It would be like saying: Remove the Makarov because other 9mm are much better and its not a starter weapon anymore, so its pointless. Remove garbage items like cans and bottles because they serve no purpose. Remove flashlights because everyone spawns with one anyway. More items spawning adds to the game immersion, no matter what the items are. The fact that some of the "junk" items are more functional than others does not mean they should go away. Also, the assumption that adding more items takes away from the chance that useful things spawn isn't nessicarily true either. All loot tables have a chance that nothing spawns, and each time he adds a new item to a table, he could be taking away from the chance that "nothing" spawns. or the chance that garbage spawns. [/quote'] I'll agree and disagree. At less the crowbar should have something special like a quote from Gordon Freeman himself like: " " or " ". In all seriousness the axe is pretty weak already and we don't need a weaker than weaker weapon with no alt purpose. I would agree if it were against a suggestion to ADD a crowbar, but there is no reason to remove it now that it's there. -
Late game problems with DayZ + community feeling took a unexpected punch
xBlackCat replied to zogin's topic in DayZ Mod Suggestions
The part i like about the save boxes is something entirely different though. I like the idea of making the box have a relatively specific location, and a relatively long dig animation, along with a small amount of storage. Finding just one box might become an issue, just to find the rifle you stashed. For those with massive stashes, finding the right box out of dozens in a general area would require meticulous record keeping or a ton of time. Potentially, it trades the chance of your stuff being taken with the chance of not finding it again. Or, a metal detector could be added to the game. All kinds of emergent gameplay there. Stalking a clan after they loot starry or the airfield, waiting for them to go to their stash, then looting it later with a metal detector. Another option would be to have loose dirt as a give away. Not sure how many people have dug holes, but until the dirt settles, it creates a mound when you fill it again, even if you don't put anything in the hole. It wouldn't be as obvious as tents, especially in a forest, but the trade-off would be the much smaller size. -
Dayz Full Game "Must Have Feature"
xBlackCat replied to Col.Hannabal Smith's topic in DayZ Mod Suggestions
Cluster servers, a much larger map, and all buildings being enter-able were all on the list of things that Rocket would really like to have, based on an interview i saw. Fireteams/small group communication is something i think needs to happen. Adding radios to the game might be a novel way to do it, but if there is a chance of outsiders listening in, most groups will just continue to use third party chat. If players could just group up in-game it would simplify the whole process, and make it much easier to add a person to an existing group. -
Remove Crowbar spawns since hatchet works 1.7.1.5
xBlackCat replied to Fifty -50-'s topic in DayZ Mod Suggestions
Eh, i dont really agree with the argument. It would be like saying: Remove the Makarov because other 9mm are much better and its not a starter weapon anymore, so its pointless. Remove garbage items like cans and bottles because they serve no purpose. Remove flashlights because everyone spawns with one anyway. More items spawning adds to the game immersion, no matter what the items are. The fact that some of the "junk" items are more functional than others does not mean they should go away. Also, the assumption that adding more items takes away from the chance that useful things spawn isn't nessicarily true either. All loot tables have a chance that nothing spawns, and each time he adds a new item to a table, he could be taking away from the chance that "nothing" spawns. or the chance that garbage spawns.