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roninhg

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About roninhg

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  1. More than any other feature I've seen discussed, I'd really like to see characters gain stats over time. I feel this would cause players to value their character MUCH more than they do. This is regardless of whatever they do or skills. In DayZ you have to work to survive, so why not get "better" the longer you survive? Thinking along the lines of: Every additional 10 hours your character survives: 2% faster health, shock, and blood recovery (ie. getting "tougher" over time) 3% higher total health, shock, and blood levels (ie. getting in "better shape" from having to survive on your own) -2% energy depletion rate (ie. body getting "more efficient") So regardless of how the soft skill system works, if your character managed to survive 80 hours, he/she would have 16% faster health, shock, and blood recovery 24% higher total health, shock, and blood levels -16% energy depletion rate I know something like this is discussed in the soft skills area, but I'd really love to see plain old survival provide a reward in itself aside from actual soft skill gain. Just my $.02 :)
  2. roninhg

    'Incapacitated' state needed before Char Death

    Hi Caboose187, Yes, I'm at about 400 hours. With all due respect, there is currently no character state in the game that lets you simultaneous: 1. Be alive and conscious 2. Allow you to interact verbally with your attacker 3. Be completely helpless and at the mercy and your life be in the hands of your attacker 4. Gives your attacker / captor TIME they need to interact with you and decide what to do with you. Being unconscious is related to other factors, shock, etc. but right now there's no way to "take someone down" where they can't hurt you, but then decide what to do with them (without time constraints of them bleeding out, etc. An incapacitate state allows that type of interaction to occur so that you can: - Just go ahead and respawn - dead - Beg for your life while not being a threat to anyone - give your attacker/captor the choice and the TIME to decide whether to revive you or just finish you off without you bleeding out or dying on them before they get to decide.
  3. I really feel like we are missing out on one of the best potential parts of DayZ gameplay - those critical moments when hunter meets their prey and life/death hangs in the balance. What I'm talking about is the interaction between a player that being taken down, has lost the fight, and is about to die and the interaction with his/her potential killer. Begging for life, allowing victim/killer to say last words, apologies, give reasons for kill, trash talk, etc. For all naysayers, this could be a admin select-able option. I would like to see a system that when your health drops to zero, you enter the incapacitated state rather than death. At that time you character: Is still alive Cannot move and is in no way a threat to any other character CAN speak and hear on voice chat - to do everything mentioned above. Enters 1st person mode so they can only look around (move their head). No longer takes damage No longer heals At this point, the incapacitated player has two options: The incapacitated player can choose to respawn (if they don't want to interact) The incapacitated player can move their head and speak to interact with others - to beg for life, etc.Anyone around them (be they the killer, friend, foe, etc) has the following options: 1. Obviously interact with the incapacitated player - say what they have to say - listen to pleas for mercy, apologize for any misunderstands, whatever. Actually kill them by putting a weapon in their hand and selecting the "kill" option. At this point the incapacitated character sees Death Screen and can no longer hear and see anything (and must respawn). Restrain the player (if they intend to revive them). Revive the player - requires both saline bag AND a nutritional IV. If this option is taken, then after 60 seconds, the incapacitated player starts to recover health and blood normally. Of course, this whole system would be even more awesome if the incapacitated player shows an animation with blood, struggling in pain, etc for extra effect.
  4. Here's a list of survival and realism systems that I hope they implement or expand on further. Notice, I included systems they have already introduced to be thorough: Hunger/Stomach Contents/Energy/Thirst - Implemented, needs values tweaked but I really like the mechanics of the system Broken Bones -- Glad the system is in, definitely needs to be tweaked as to what can actually cause a broken bone. I think they should make it so you **take some health damage based on the distance you fall but only break legs after 20 ft or so. <ost characters aren't "falling" accidently and it takes a pretty high fall to actually break your legs if you know you will fall or you jump - WAY more a one story building. Falling off the hospital, maybe. Limping / showing damage effect on controls and movement -- looks like they are considering this. REALLYhope it makes it into final version. If you're shot in the arm, no way you're using that thing until it's "fixed". Serious leg wound? You're gonna limp at least. Disease System -- Looks like they're working on it, can't wait! Nutrition System -- I made a post about this and devs confirmed they will have nutrition affect your immunity. I would love it if nutrition levels also affected healing regen rates. Stamina / Fatigue -- Really want this to be in. Can't tell if it's partly in now or not. I do hear my character breathe heavy, gasp for air, and have more weapon sway, but haven't seen any further effects of pushing your character's body to the limit. Hope this gets expanded since anyone who isn't a trained athlete and runs a 400 meter sprint will possibly: pass out, vomit, have vision go blurry for a few minutes, etc. Shoes / Foot Damage -- Looks like it's in! Values definitely need tweaking....a lot but good to see the basic mechanic is in experimental Farming / horticulture -- what I've seen so far looks like a great start. Can't wait to see more!! Hunting / fishing -- Keep expanding on this, can't wait!! Moisture / rain effects -- it's in, needs tweaking, loving it! Temperature effects -- it's in, needs tweaking, loving it! Storage Resources -- I think there should be base "resources" that you can collect and store if you build a storage unit for it. These would be say: stones scrap metal cloth wire water I would like to see persistent storage bins for these things that allow you to trap rainwater, say and keep a large collection of water in your camp. Also, storing logs, metal, etc so you can craft things and build buildings out of the base resources.
  5. Please respond to the following poll! Really looking forward to seeing what the community thinks about how long a fresh spawn should survive. Who knows? Maybe the devs will see the results and take into account? Enjoy! https://www.surveymonkey.com/s/56K7CND DayZ Survival Times Poll Assumptions: - Fresh Spawn - Clothing = Jeans and T-shirt - Weather = Dry - Season = Autumn (Fall, September) - State = Running for 100% of time from spawn until death EDIT: I'll post the results next week
  6. The NVIDIA driver that came out today GeForce 337.88 gave me about a 15 FPS increase. I was at around 30 average in Balota today before I installed the new driver version, now I'm averaging 45 FPS in Balota. Not saying you'll get the same, but definitely wanted everyone to know that it definitely helped me. The release notes DO specifically mention DayZ in them. http://us.download.nvidia.com/Windows/337.88/337.88-win8-win7-winvista-desktop-release-notes.pdf Hope this helps others like it did me. Much smoother game now.
  7. roninhg

    Group / Party system needed

    First, my apologies in advance if there's some other all encompassing thread that this should be on... Idea: I feel something DayZ SA is sorely missing is a system to allow players to form a team (party). This feature would facilitate several major things that I think would greatly enhance player interaction and diversity of play. Implementation: - You have an option on the "Players" menu to click "invite to your Team/Party". Once this is sent, the other person can see in their player menu the invitation and choose to accept, decline, or ignore. - There's a limit of 7ish people that can be in one party/team at one time. - Once in another players party/team you cannot do damage to each other for the duration you're in each other's party/team. - Partying is voluntary, you can join or leave at any time - If you leave the party/team, there is a 10 minute timer. This alerts other party members and gives them LOTS of lead time that “something is up” so they can get away from leaving member (avoid backstabbing), also allows leaving member plenty of time to get away from party to avoid being attacked for abandoning them. Benefits of this system: #1 - "Friendly" can finally mean something. If someone says they're friendly, you can say, "okay, join my party" and then you're guaranteed to be safe around each other. I believe this will meet a large pent up demand for players wanting to have friendly interactions, but KOS'ers abuse saying their "friendly" so it has become fully devalued. #2 - New groups can be formed and new friendships made. Bambi's and lone wolves can join a group or band together and hopefully the glue of the party system gives them time in a trusted environment to make new friends. #3 - TRADING - Finally there will be a way to be certain that you and another can trade safely as you just party up, make your trade, part ways, and unparty #4 - Reduced friendly fire - yes friendly fire happens between squads in the same army, but rare between members of the SAME squad in real life because you can: recognize the person's face, their unique way of running, their uniform, etc - all things not available in the game engine - so this compensates for it. Expected objection: "This ruins the danger and fun of KOS which makes DayZ what it is" NO, it doesn't. You don't have to join a party with anyone...ever. It's a totally optional feature. You still have no idea if the person you come across will want to party up with you...it just gives an OPTIONAL mechanism for those who truly do want to team up/trade/interact peacefully for a while a chance TL;DR: There should be a team/party mechanism to allow players to team up, trade, interact safely if they both agree to do so. This will facilitate pent up demand from some players for non-lethal interaction with each other.
  8. The underlying idea would be that you were using rubber tipped bullets, but without having the devs have to worry about models, spawn ratios/balance and allow you to make the choice more on the fly. Not real, but authentic, imo. Careful shot placement is very difficult to do in certain situations I've encountered where non-lethal would be great but time and accuracy are not a luxury you have: 1. At long range, sometimes someone's in your way and you need them "down" for a while, but no desire to kill them so you can continue on your way. Would be great to be able to non-lethally snipe. 2. Very close range, if you're trapped in a building by a team that's unaware you're there. If you wait, they'll find you..and you'll be outgunned. But with a full auto m4 and element of surprise, you can "spray and pray" your way out, they all drop unconscious, you get out safely...they wake up later and wonder what happened. 3. Same as number two except with a melee weapon like firefighter's axe. Can take down a group if you have surprise...but currently hard not to leave them dead/bleeding to death..
  9. Idea: Request devs to implement a "non-lethal" toggle option to your active weapon much like you do for auto/semi or single shot/double shot. Perhaps you push the "L" key (or whatever) and it toggles your weapon to non-lethal. Effect: In Non-Lethal mode, your weapon only does Shock damage, not health and not bleeding damage. Applies to melee and firearms. Why this is good for the game: You can now neutralize another player without killing them (or risking them bleeding to death). This will allow for MANY more play options. Rather than kill someone who's a threat you can now knock them unconscious and because they aren't bleeding you can: a) Get the heck out of there safely b] Cuff them to buy time for further interaction c) Safely loot them d) Take them prisoner e) Hold them as a live hostage for their buddies f) safely take their blood g) interrogate them h) Any combination of the above and many MORE options!! Why this reflects DayZ's "freedom of play": You DON'T HAVE to toggle this option. It's completely your choice. No choices are taken from you, only new options added. Why this is still "authentic": In real life, one would have the option to attempt to "graze" your opponent, hit them with the blunt side of your melee weapon to knock them out, etc. Why this is easier on the devs: Rather than worrying about the mechanics/ballistics/models/loot spawns etc for non-lethal items, this would just be a simple toggle which would turn off blood and health damage. DEVS, please implement - this will only enrich the gameplay
  10. Would be cool to see something like the following.. #1 Would like to see many more zombies - especially in urban/military area - everybody says this :) #2 Would like to see different types of zombies with different kinds of animations, levels of speed, attack strength, appearance. #3 Maybe something like the following - with all types mixed together in most areas (save military areas where almost all spawns would be military level) ZOMBIE TYPE #1 - weak citizen % of total zombies on map = 20 Speed - 20% of player sprint Animation - shambling, limping Hit Strength - 30 hits to kill a player Models - elderly, badly injured adults TYPE #2 - Normal citizen % of total zombies on map = 40 Speed - 60% of player sprint Animation - previous animation to patch .43 Hit Strength - 20 hits to kill a player Models - variety of professions, doctors, guys/gals in suits, factory workers, repairmen, office workers, grocery store clerks, lots of variety...normal citizenry Type #3 - Crazed Infected % of total zombies on map = 20 Speed - Current speed they are since last patch (.43) Animation - current animation since last patch Hit Strength - 10 hits to kill a player Models - bums, hobos, mental patients, escaped prisoners, idea here is they look crazy and scary Type #4 - Military/Police/Fireman grade % of total zombies on map = 15 Speed - equal to full player sprint - yikes!! Hit Strength - 6 hits to kill a player Animation = something cool and challenging, but definitely not the easy to predict/defend, zombie leap Models - military/police/fireman Type #5 - Elite Military - ONLY SPAWN in high military loot areas...bases, airfield, barracks, etc % of total zombies on map = 5 Speed - faster than the player..... Hit Strength - 4 hits to kill a player Animation = something terrifying Models - fully kitted, buff, military looking
  11. roninhg

    To those who dislike the new combat logging timer

    I'm luvin the new system. It seems so far quite effective at deterring hoppers and especially combat loggers. Interestingly, I find it deters a lot of bandits and KOS'ers too because they know that if they start losing the fight, they can't just combat log away their troubles. Very well done indeed!
  12. roninhg

    DayZ is peaceful

    Hello Everyone! I started playing DayZ about 2 weeks ago and I'm still in the "completely addicted" phase. Haven't killed anyone yet, just surviving (and getting killed) :) I'm USA based on East coast, play a couple nights a week. Very interested in RP, especially on a hardcore mode server (adds to the immersion). Would be cool to meet up with a core group of RP'ers and play the game as group just trying to deal with the hell that is the zombie apocalypse and survive. Steam ID: BobbyDean85 Look forward to meeting you! Also happy to just play in groups non-RP as well.
  13. Seems like a lot of negative feedback which is okay if it reflects the way the community feels. Maybe I'm misunderstanding the goal of of Day Z. If it's to create a game that models a realistic human experience during the zombie apocalypse - something that's much like the world of "Walking Dead" , I have to note that in most cases in Walking Dead, LOTS of consideration goes into whether someone should be killed, and people that do kill are then treated with a stigma afterward and have issues dealing with it. Yes, there's the governor, but I don't think he was the model of psychological health - kept his dead daughter, heads of victims in aquarium, fits of rage, bouts of depression - all major mental issues he had to hide from his followers. I suppose my real question is, is the goal is to model realism or not. One of the above comments.... "Don't punish playstyles you don't like" was an interesting statement..... What if I have a "I don't like to feed my character or worry about food" playstyle...seems like the game is "punishing" me for that playstyle at the "expense" of modeling realism. Thoughts?
  14. So, I absolutely love Day Z standalone. The emphasis on realism and immersion is unlike anything I've ever experienced - dying of thirst, hunger, infection, fatigue, shock, etc - amazing. This is the closest thing to living the zombie apocalypse from the safety of your own home. :) Anyways, the one thing I feel is hurting realism the most is the KOS culture. This is the one aspect of the game that does NOT model real human behavior. Yes, in the zombie apocalypse, people will be twitchy, tense and combative. Yes, there will be a (small) subset of people who will be random psycho killers. But most people will just want to survive and, while nervous of strangers, would be trying to make connections to help them survive the hell that is the apocalypse. So HOW do we get this issue to model reality? Well, in other aspects of the game, ignoring the human experience has consequences that mimic the human experience right? Disregard hunger, starve. Disregard bleeding, bleed out. Disregard protecting your head, get knocked out. Disregard temperature, freeze to death. Brilliant! The human experience is being well modeled. SOOOOO......from my understanding of human psychology, killing even ONE person takes a HUGE psychological toll on a person and changes them forever. Randomly killing countless people just to take their gear (or for no reason at all)......in reality a person would go insane very quickly. And psychological issues can lead to physical ailments as well. What I suggest: Each time you kill another player, your character has 50% chance to incur a PERMANENT psychological penalty from the following brainstormed list: -NERVOUS TWITCH - Character can no longer hold their hands steady....makes aiming accurately near impossible. - TOURETTS- At random intervals avg, every 15 minutes, your character lets out a loud yell loud enough to be heard in same range as a Mosin - highly likely this illness this would gives your position away (and would make you undesireable as a companion) - ANGER ISSUES - At random intervals - avg every 2 hours - you cannot control your character, begins melee attacking any nearby players or npc - CREEPY - Every 15 seconds or so, your character mumbles in a creepy way or lets out a strange laugh - RESTLESS - Character gets no benefits from resting - JADED - Character's screen is permanent black and white (unable to tell when low on blood or not) - GUILT - Character's health/blood regen rates are halved (even at full blood, full health) - NAUSEA - Eating food gives character 10% chance of vomiting regardless of how full they are. - COMPROMISED - Character is 50% more likely to get infections - HOPELESS - If at any point the character becomes knocked out, they cannot be revived by any means. - SICKLY - All food yields only 75% nutrition it normally would. I feel that this would effectively model the psychological "penalty" for being an anti-social, psychotic KOS person and would make killing another player a BIG deal. I think this would drive most "bandit" type players to resort to robbing. Moresoe, I feel this would bring the game's major issue in line with the spirit of the games emphasis on survival and realism. In fact, I think it would INCREASE the tension around social situations as every player would know....whoever shoots first could permanently have a very messed up character once everything plays out...even if they are the ones who "live" through the experience. Also to note, I think the 50% chance would be for anyone who attached first, it would be more like 25% chance if the person was attacked first and defended themselves. Why still possibility of getting bad effects just from defending yourself? 1) Well, in reality even if you kill somebody in self defense, you would be deeply affected. 2) It would encourage more behavior that would occur in reality - people are more likely to flee a dangerous situation if they can and only fight if no other option....
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