Boonshniggle
Members-
Content Count
45 -
Joined
-
Last visited
Everything posted by Boonshniggle
-
Just find it to not be very immersive that people are all wearing the same clothes or style of clothes with different colors. People looking unique and different would really add to the realism. I wouldn't want crazy character customization options in profile creation, I dunno why, just didn't seem like a good solution to me. Finally thought up an idea that players can customize themselves through playing the game and feel very rewarded for it. Have clothes and cosmetic items as loot, most practically in apartments. There couldn't be too many different equip slots for this though cause I think it would add some lag to the game if you could wear 10 different pieces of cosmetic clothing. But, if you could at least have seperate head, torso, and leg clothing I don't think it would get too crazy. Although 3 diff items of clothing isn't a whole lot, if there is plenty of different styles of clothing to each of these 3 pieces...I think the odds of people looking the same can be very low. The main element I am unsure about how to handle with this would be death. Do they lose their clothing or keep it? I lean more towards keeping it, I guess? Keeps them looking unique and no one is gonna actively really seek out clothing at all. They'll just be strolling around an apartment building and be like "Oh man, that's an awesome shirt, I hate the one I'm wearing" and put it on. Reason I like this idea is it allows players to look diff from each other, adds a small but rewarding bonus to exploration, even if you had lots of options in profile creation, clothes wise people could still end up picking the same outfits and such, when this kind of forces variety (like 15+ different shirts can randomly spawn in the same pile of loot), and still allows the devs to have creative control to keep this content sensitive as well. If this was something a lot of people like, and (I wish) rocket liked... I would still hope it would be on the backburner as a polish thing. But I would think it'd be great for something later in a beta stage, when everything that matters much more has been ironed out. Also, after release when rocket finds himself bored and feels the need to do something creative, he can make a shirt and pop it into the game easily in his downtime :P Thoughts?
-
Hunting-wolfs- bears in forrest hills inland.
Boonshniggle replied to peetgamer's topic in DayZ Mod Suggestions
I definitely at least agree with animals having AI at the very least. Pretty weird to see a cow just sit there still eating grass after I shot him in the face, just ODD :P I'm not worried though, I doubt rocket is going to leave it like it is. If I were him I would leave it for much later tho, just not high on the priority list I would imagine. -
-
The perfect game I never made, and how dayz is already half way there.
Boonshniggle replied to thoxon's topic in DayZ Mod Suggestions
Your idea seems cool when you just say it but when you actually think about the execution of it, starts to sound pretty unpractical. Especially for multiplayer like was said earlier -
totally 100% agree
-
Alcohol and Molotov cocktails, blingin'!
Boonshniggle replied to Razor (DayZ)'s topic in DayZ Mod Suggestions
Alcohol does keep you from freezing to death, that has been proven, it thins your blood. -
I'm a Korean War vet. Are you? I'm done here. Actually' date=' your profile lists you as being born in '88. The Korean war was in the 50s......................... I think OP is a troll. [/quote'] Holy crap did you just get owned son, LAWL!
-
Can we please skin all the zombies as bankers and politicians? I really feel this is what the game is missing, and man o man, the apocalypse would actually start to feel like such a good thing. I think this will really solve the deathmatching going on in the game too. Someone will wanna shoot me, but, oh look Dick Chaney zombies...looks like I will live to see another day.
-
Wow, apparently this poster is against meta-thinking as well and fails to see the bigger picture. What you are suggesting, even if I didn't think it's retarded (which I do), it is IMPOSSIBLE or at least way too much of a pain in the butt for it to be even considered by the dev team. You are aware there are TONS of other VoIP applications out there, TS3 is certainly not the only one.
-
Perfect fix to stop logging while in combat
Boonshniggle replied to wreckn's topic in DayZ Mod Suggestions
Rocket already said this will be fixed, so not worried about it until we see what his fix is. -
A new 'status' to encourage cooperation
Boonshniggle replied to ScienceCow's topic in DayZ Mod Suggestions
+1 soloing in this game is far too frequent for the realism and experience that is intended. People are literally only grouping mainly with people that are in their guilds, friends, etc... not very often other strangers in the game. Great solution for the shoot on sight crap that is happening way too often atm. Unless players have people to play with that they know outside of DayZ it's far too difficult for them to experience anything other than lonewolf, when that might not be how they want to play at all. People that are lonewolf should have it much harder, and they should be doing it because they feel they are more skilled and can handle a tougher challenge than other players in the game. Only the truely skilled and mastered of DayZ should be able to pull it off, like surviving 5-7 days solo to be so hard and rare that it is truely a godlike accomplishment in the game. I think this idea along with the anti-depressants is a brilliant idea and the best I have heard yet. I suggested the anxiety type meter thing before, but the antidepressants I think is really the missing key here for all play styles to still be supported. I think the interaction with other players should not require much time to raise this meter at all tho and take a very long time to decrease. So that instead of shooting me on sight, a bandit might hold a gun to my face and we have an intense convo before he shoots me in my face, and that be enough for his meter to go up. Just force interaction, rather for good or bad, just make it semi-required in some fashion. -
I think a way to add immersion into the game and to make players more reliant on each other is for there to be a choice for a player's occupation when joining a server/spawning. These would have subtle and not required affects to the gameplay but give a real incentive for others to group in a realistic way. For instance: Doctor- the ability to bandage much faster, and also get several uses out of one bloodpack when other people only get 1 use. Also, if a player passes out for whatever reason but still has any blood left, they can get them back on their feet in a jiffy. Soldier- Better gun handling, ability to shoot when running (great loss in accuracy of course), faster reload speeds, and can carry more guns and ammo. Engineer- Anyone can get vehicles running, but if an engineer does it, it will be in better condition, drive a bit faster, and consume less fuel. Scout- When he places a tent it is a bit larger and can hold more items. Has similar improvement like the soldier but for crossbows, has a quiver, and can make arrows out of piles of wood. etc. etc. etc. Just some ideas for some of what the classes could be. But, I think this is needed cause any player can still survive just fine without these abilities from other players, but it makes the survivability much greater and opens new avenues for players if they group up. No roles to the effect that they had in TF2 or BF3, just slight changes that enhances the gameplay for everyone in a subtle way that offers a real life incentive. Something I am unsure about but is worth mentioning also anyways.... What if these players in these roles became more and more effecient the more they used their specialities in some way, making death for them and their group a very big deal...because they will lose all their effeciency in their role completely or to a strong degree if they die. This also enhances PvP in a lot of ways, cause some targets when in a firefight will be more important to take out first adding a stronger strategy element. Plus, its realistic and I think healthy for the game experience to have these roles...I mean...like we all were born when the zombie apocalypse occured and have no previous occupations or specialties that others can benefit from? Please, tell me what you think everyone, I hope I am onto something here. *PS* If not obvious, just to mention, players' appearances would reflect their occupation... Also, the occupation choice players stick with until they die.
-
Occupations NEEDED and REALISTIC
Boonshniggle replied to Boonshniggle's topic in DayZ Mod Suggestions
I actually enjoy lone-wolf mostly myself. I just feel it's not a challenge nearly as much as it should be. For me, it would add to the immersion and realism if I am crazy to go at it alone, and freakin' god-like and get huge props for pulling it off, cause it's just that hard. Also, the way I survive should be through some rather inhumane ways. I feel I should have the need to *use* people. Myself personally, would I group with an engineer the whole time just for when I run into vehicles? No, when I find a vehicle, if an engineer is around, I would have him fix it up and get it running, and then I will shoot him in the face. If I had a bloodpack, would I not find a doctor, have him use it on me, then kill him and take it back? of course ;) It's just not realistic for lone-wolf to be as easy as it is right now, and they should have some real interaction with other players, just in a very devious fashion. Lone-wolf should be impossible/hard mode and only the truely skilled and masters of DayZ should be able to think they can pull it off. In reality, that's the way it would be as well, I would think. Keep in mind, I am suggesting all mechanics for uses of all current items stay the same. Just grouping with people adds a slight enhancement to what these items can already do. -
Occupations NEEDED and REALISTIC
Boonshniggle replied to Boonshniggle's topic in DayZ Mod Suggestions
I did a search for occupation threads, didn't find anything quite like my suggestion already posted. If you find one, please, reply with a link...cause I couldn't find it. Most I found was people mentioning loadouts and stuff which I would find too extreme of a change and found nothing subtle enough. Just want it as a not needed, not required, but nice advantage kind of thing. -
Occupations NEEDED and REALISTIC
Boonshniggle replied to Boonshniggle's topic in DayZ Mod Suggestions
Just the entire idea all together? Make the differences in occupations even more subtle possibly? Not talking loadouts or anything like that. Everyone still spawning with the same items they are now and everything, regardless of their occupation choice. Just if you find a car, you might wanna seek an engineer. Plan on getting into a lot of firefights with other players? Well a doctor can be an advantage to you. Finding your alice pack too full of items and one tent not being quite enough for everything you wanna store, or start a trade area/town? Well A scout would be extremely useful to you. etc.. Possibly a survivalist occupation, one that gets slight advantages in all areas, just not in one area to the extent that the specific occupations do, for people that wanna go at it alone all the time? Jack of all trades, master of none kinda of thing... -
Occupations NEEDED and REALISTIC
Boonshniggle replied to Boonshniggle's topic in DayZ Mod Suggestions
bump...sorry...just really want to hear some feedback :/ -
First of all zombies only spawn near buildings/towns and not in the wilderness at all (I am aware they will roam to the wilderness in the future). Then, once you get used to a lot of the small towns/cities and know where the buildings are you can go inside of, the zombies really start to become a non-issue. Earlier today I purposely ran full sprint thru elektro, right after spawning next to it, and aggroed 30+ zombies. Then, I just ran into a building and easily headshotted em' all and only lost around 500 blood and didn't even start to bleed at all, that's just not right. Should they do a lot more damage? always cause bleeding when you are hit? not slow down so much in buildings? take more bullets to kill? Not sure, but it definitely needs to be harder beyond making them spawn in the woods. gg me and not reading patch notes, delete this thread if u want :P
-
My list of suggestions/complaints for Day Z
Boonshniggle replied to ExplosiveBanana's topic in DayZ Mod Suggestions
I don't think this game is for u man...I personally would like to see the zombies be much harder and do much more damage. If you're good at shooters and can headshot the crap out of them with ease. Not worrying about 30 zombies is not good at all. I would be happy if getting hit by a zombie 5 times or so would kill you. -
20 words or less: Super-Low Humanity Detection
Boonshniggle replied to rocket's topic in DayZ Mod General Discussion
More important then this humanity indicator stuff...I think psychology of the individual should come in to play more. Like a sanity meter, I know rocket has mentioned something like this. I find it to be waaaaaay more important then this tell who is who crap, this isn't freakin counterstrike okay. There needs to be real incentives for players to team up, rather for good or bad reasons. I think the longer you are not within a certain close radius of other players for a significant amount of time ur sanity should start to decline. If it gets bad enough there should be a random occurance of someone punching themselves in the head and causing the player to not be able to move, shoot their gun, or anything but stand there for a couple seconds while they bash their head in and lose a little bit of blood in the process. Once their sanity gets to be bad enough, they just put their gun to their head and *BANG* "You're Dead" :) This allows people to still play like they want and find others that want to play it that way with them. Regardless of anything, whats relistic is if u dont have enuf interaction with real people...you're gonna go freakin nutzo. I only say to have those harsh conditions cause I am saying it all under the consideration that dogs will be added to the game. So for players that want to go at it alone, they can have their sanity stay up by keeping their hunting dog alive and with them as much as possible. The sanity meter if put in like this should take a long time to decrease but a much shorter time to increase. As far as humanity meter, I personally would not like to have it do anything further then maybe make their appearance a bit more grungy and hobo-ish :P But the heartbeat idea is completely unrealistic and takes away from the emotional experience overall.