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pillock

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Everything posted by pillock

  1. pillock

    What's up with the Machete?

    It's not the size that matters, but how you use it.
  2. pillock

    pookie was bad now is good person

    I was slightly disturbed by this particular sentence.
  3. pillock

    Permadeath losing it's edge

    No, certainly not yet. But before v1.0, I hope! While we have server hopping, you can't effectively have permadeath. The two things are just not compatible. But things can be done, in time, to try and make character deaths more of a blow to the player than they are now, for sure.
  4. The game looks nicer on 3rd Person view. I quite enjoy just walking around in the sunshine admiring the scenery (with me and my stuff in it). Perhaps if they made the inventory system more visceral, so you had to remove you backpack and look inside to access stuff, and hold items up in front of yourself and look at them in order to examine/inspect them or carry out actions (rather than doing it through a clunky inventory menu), then it'd give first person view a greater appeal?
  5. pillock

    Permadeath losing it's edge

    Right. There's several aspects that could/will go a long way towards solving the trivialisation of permadeath. These are some: (of them) - Dangerous animals. You spawn in after death and b-line towards the nearest military base? Get attacked by wolves or a bear. No weapon = no defence + can't outrun them = dead. Start again. - Character progression through physical fitness. Fresh spawns could be made weak and feeble, low stamina, low sickness resistance, slow injury recovery, low hunger/thirst/cold/heat tolerance. You might then build up on all these things over time by carefully managing the health and well-being of your character. Death = start again with a shitty newspawn character. - More debilitating effects, slower death. Dying of 'natural' causes (ie. not murdered) should take longer, but have a significantly drawn-out process of increasingly debilitating effects on your character. This helps slow the game down a bit, and adds variation to the experience (rather than just having hunger/thirst/sickness/thermia as ticking clocks towards unconsciousness). As your condition gets worse, so does your character's performance. If you manage to survive the ordeal and recover properly, you could be rewarded with better tolerance of that condition. -General slowdown of movement speed. If you want to go from the East to the West, it should you take a long time (on foot). You should need to prepare for the expedition. You should need to collect supplies, specific to that journey. Travel light and fast, or slow and better-prepared for mishap? Slower pace means greater opportunity for the unexpected to happen: more decisions to make, more variation, more replay value. - Server lock-out after death. Maybe 24 hours? So you have to change servers (unless you rent it yourself) and start again in a new world of unfamiliar player and loot locations. (This would help mitigate "regearing" from your own corpse or your loot stash.) Some of these things are already planned, I think (at least to some extent) - some are just suggestions. But that's what springs to my mind reading this thread.
  6. pillock

    What's up with the Machete?

    I want a bigger version, too. Mostly so's I can wear bandana cap + striped T-shirt + short canvass pants and hang around Riffy pretending to be a pirate with a cutlass. The sawn-off mosin looks a bit like a pirate pistol, but you need to be able to hold it one-handed for the right effect.
  7. pillock

    Item Tetris is it worth it ?

    Pens should stack like bullets do. and paper should. Weight & volume would be far better, but the grid is ok, just about. There's a new UI in the works, anyway (or there will be once the new renderer is in, or something). The craziest thing is how you can put pitchforks inside backbacks, when visually they're clearly at least twice as long as the backpack itself.
  8. You can already bluff threatening people with empty guns or ruined guns. It doesn't work often, mind.
  9. pillock

    Allies Victorious!

    Yeah, but Ukraine isn't exactly typical at the moment. Perhaps they exist there because the Russian government has been "possibly", "allegedly" shipping in large amounts of military stuff to the region in the last few months? But then again, Chernarus was supposedly in a similar situation, I guess.
  10. pillock

    Allies Victorious!

    I definitely agree that we need furry leg-warmers and high-heeled shoes added. Where are the places these pictures were taken, by the way? And when?
  11. Far as I see it, and from what I've gathered, a 'base' would be any sealed-off area. So, that means if you block up all the doorways to a building, then it's a base. Or if you build fences surrounding your group of tents, that's a base. From the Twitch Q&A yesterday, Hicks seemed pretty adamant that constructing actual buildings will not be possible for the player to do. I'd like to see it so that sealed areas do not allow players to spawn inside them, unless their immediately-previous log-out was in THAT server inside THAT specific barricaded space. I'd also like to see it so that no loot spawns inside barricaded spaces (so if you block up all the entrances to Green Mountain, for example, you can't just hoard loads of respawning high-end loot there - you could only use it to store items that you'd found elsewhere and brought back to your base).
  12. I like the rest of your post (and the other one, long though they are!), but I want to pick up and expand on this bit. Barricading a building should be a deterrent to access, not an advert. I think when we talk about the "effort" of constructing something, then that needs to be physical effort determined by a stamina/fatigue system - otherwise it won't work. Your character needs to have the strength (or not) to achieve physically demanding tasks - it's by far the best way of balancing any work/reward situation, especially when it comes to barricading. If you nail a single plank across a doorway, it's not going to take much out of you, but nor is it going to take much out of whoever comes across it and decides they'd like a look inside. However, if you've expended significant time and physical exertion of your character in constructing a solid barrier, the next fresh spawn with a fire axe who spots it might just tire their character to exhaustion before they;ve got half way through their attempt to bash it down. This could make barricading "obvious" buildings in high-traffic areas just as valid (as long as you don't get shot or mugged while you're in the process of putting it up). Similarly, cutting through chains or padlocks with a hacksaw can only really be made 'difficult' if it requires exertion on the part of your character, not just time on the part of the player.
  13. A couple of suggestions: 1) When you die, you get booted off that server, locked out of it for 24 hours and have to choose a new one to respawn in if you want to continue playing right away - that way, you don't get "prior knowledge" of loot and player locations when you're supposed to be in a new life. You could return the next day to your "death server", and if you're lucky you might recover some hidden persistently- stored loot; but general spawned loot and players will almost certainly not be in the same places. 2) Dismantling/breaking through barricades should take significant time and effort, as well as the correct tools. In terms of "effort", this would have to be paired with a more complex stamina/fatigue system. In terms of tools, you could have degradation in the same way you have it for axes when you cut down trees: therefore, using a crowbar to remove planks is relatively fast and easy, not causing much damage to the crowbar; whereas, attempting to remove them with a spade will break the spade before it breaks the barricade. 3) Given that buildings can only be entered via doorways, it seems to me that it oughtn't to be too difficult for the game to recognise when all possible entrances have been locked or boarded up - thereby creating a sealed zone. I don't agree with the idea of player-ownership of such zones, but it could be made possible that neither players nor loot would be able to spawn inside them. That way, if you tried to server-hop into a sealed building, you'd spawn outside it and have to break in manually; meanwhile, any loot stored inside it would persist, but no new loot could appear, thereby preventing people from farming high-value buildings. All this would require quite a lot of extra mechanics to be introduced to the game, but I think it would work pretty well once everything was in place.
  14. People who assume that because I don't have any weapons on my shoulder it means I don't have any weapons.
  15. pillock

    How 'persistent' will persistence be?

    I think (hope) that eventually the backpacks and tents will degrade as well. So not only will you have to interact with the storage container to keep it 'alive', but you'll have to repair it in order to prevent it slipping to "ruined" and disappearing.
  16. pillock

    Experimental Branch: 0.49 Discussion

    I've had that happen in stable servers a couple of times. The first time I played with the settings a bit then hit "restart" - found myself unable to log into that server from the day after! Perhaps they banned me or something, I don't know. Anyway, the second time I just quit and joined another server.
  17. pillock

    Allies Victorious!

    As a proud casual calibre illiterate myself, I'd just like to say: the more variations the better, far as I'm concerned. Long as the same level of detail is afforded to other gameplay elements like character health and cars.
  18. pillock

    4gb download new patch for exp?

    This must be the new update that introduces martial arts moves for melee combat and craftable space rockets.
  19. pillock

    List of things that bug me when playing DayZ

    Please may I add some of my own? you can manipulate items in your inventory while running/sprintingit takes about 5 seconds to chop down a fully mature tree, and it makes no noiseyou can put pitchforks, axes and other large melee weapons inside backpacks that are far too small for them to possibly fitnot all clothing can be torn into ragsruined clothing can't be used for rags (ruined clothing is rags, surely?)magic invisible super-strength velcro to attach guns/melee weapons to your shoulderscan't tie people up with ropecan't sharpen sticks with axecan't break cans openmelee weapon damage balance!sunglasses don't reduce sun's glarecan't carry a backpack in your handscharacter movement is stupidly fastdefibrillator runs on a single 9V torch battery
  20. pillock

    Face It - This game is PvE

    To my mind, multiplayer games are always competitive. Even if you're PvEing for the most part, the mere presence of other people in the server gives it that edge, and at the very least means that you have their success in the game to measure your own against. But that is not to say the only way of competing with each other in DayZ should be in armed combat to the death. If alternatives are provided by the devs, I'm sure people will use them.
  21. I think the best way round it would be have tents be degradable. So, you have to patch them up to keep their condition from slipping to 'ruined', whereupon the items inside them begin to degrade as well. Thereby an unattended tent and its contents disappears after a while, and you avoid having to include inauthentic concepts like "ownership" of stored loot.
  22. pillock

    Switching guns animation loop bug

    Get your friend to shoot you in the head, then let us know. Thanks.
  23. pillock

    Leg + arm broke ramdomly cant do anything

    http://forums.dayzgame.com/index.php?/topic/160262-need-medical-assistance-in-dayz-sa-find-your-medic-here/
  24. Except that it wouldn't, because your loot would still persist in the server - so it would only delay your regearing by the length of time it takes to complete the purchasing/reinstalling process.
  25. pillock

    AKS-74U confirmed... could this mean...? no...

    And then the sun comes out and you cook to death in 5 minutes.
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