mgc
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Everything posted by mgc
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Last time I played at night I had gamma turned all the way up and still managed to literally bump into a Z. To me, there is only sufficient light when the moon is out. If I cant see the Z, I'd be stupid to go out unless I absolutely had to. Did they fix how the world only reflects torchlight once yet?
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I wish we were forced to interact with others to survive...
mgc replied to Grimey Rick's topic in General Discussion
We need to go from "survival game with Z" to "Z game with survival". That will give us the common enemy we need. -
What is the intended purpose of this mechanic?
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As if it's not hard enough already to get a properly functioning m4. I'm not against the idea in general, but try to keep the average time investment similar. More parts, more grind.
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Far as I'm concerned, they could take out all but the mosin and the M 4. There's no need for half a dozen rifles that can shoot 700m +. It would only result in more out of the blue "you are dead" screens. Anybody shooting at unknown players from beyond comms range is likely to be a kos player. Do we really want to encourage that crowd with more sniper rifles?
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Can Nothing be done about MetaGaming in Dayz?
mgc replied to yorkmorgan's topic in General Discussion
About the direct comms always being on; If you live nearby i.e. a busy road, you'll be transmitting your location constantly unless you mute your mic, which could be inconvenient in sudden encounters. -
- Mirrors! !srorriM - Bandoliers. New storage item specifically for bullets. Doesn't replace jacket or vest. (and imo ammo should be rare.) Allows for faster reload of firearms you don't have clips / mags for. - Firecrackers. Preferably ones that sound like gunshots. Can be used to deceive enemies / zombies. A (roll of) fireworks fuse allows for the timing of detonation. - Sniper plate. Heavy metal plate with a hole to fire / look through. Great to incorporate into bases. Not so great to carry on you. - Dummy head on stick. Can be equipped with headwear and mirrors (periscope) - Molotov cocktails. (for obvious reasons) - Equippable full size dummies with articulated limbs you can position any way you want. Should be hard to distinguish from players. - Flora that can be dug out and replanted. - Placeable fences / stone walls like the ones found around farmland. - Book: Sun Tzu's "The art of war" if it's not in game already. - Chunks of magnesium you can light.
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What would the strength upgrade do? Allow you to carry more stuff? Hit harder with melee weapons? I don't see the need for bigger arms and "what not" btw.
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""The rarity of Z makes them special"" /facepalm
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Finding a decent melee weapon is top priority as a fresh spawn. You need to be able to kill Z faster than they arrive. At the moment, only an axe will do. Do Z auto aggro on respawn? If so, removing that would make less effective melee weapons more bearable.
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I want player designed coachwork and I don't care if it takes a year.
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Just make 1 map for the entire map. There is no need for mini puzzle games. ""cause we do real roleplay, we use only ingame maps and we like the chellange to build a full map"" Real roleplay? You consider collecting pieces of paper a challenge?
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Mirrors are a survivors best friend.
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So complicated. How about this; -Killing zombie (previous owner) closest to car spawns key. -Unlock and start vehicle. -Drive off.
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If we're going to have grappling hooks, we should also allow makeshift ladders. Easy to make and use, but not very portable, unlike the grappling hook.
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I understand your desire for fire. Fire could be a valuable tool for any survivor. It can be used as offense and defense. How do we prevent the entire map going up in flames?
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Fair enough. That could be fixed by having a radius in which the containers can relocate. Let's say 1 km. You could also give the attackers 5 minutes to loot before the containers relocate. Regarding the activity gauge, you could leave a container of your own there.
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There would be a lot more fully geared characters running around and all the second best items will be worth even less.
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Items carried by the character stay on the character. Only stored items need to be moved. Doesn't that mean only the "crates" need to be bound?
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Would it be hard to bind containers to characters?
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Easy fix: Items should deteriorate (very, very) slowly over time. i.e.; Your homemade bow might only have 10 good shots in it before losing some power. Arrows can break, clothes wear, food spoils. etc. etc.
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Irl, it would prolly be easier to make a functional crossbow than to find one. I would however like to stay far away from minecraft style crafting. It would be awesome if we could get some knowledge / skill involved in making items. Bows and crossbows would be invaluable for those not traveling in large groups. The lack of "bang" is compensated by the lack of "bang", so to speak. Imo you should be able to kill with a single arrow, provided you hit a vital area with a well constructed bow & arrow. Anything else should result in "bleeding" at best.
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What I mean to say, is that depending on what you're looking for, there might not be a spawn point for that particular item for miles. The experienced player is aware of what spawns where. Imo that's unrealistic and should be fixed. Quadrants? Optional. Full random (location, type and grade) loot respawn? Necessary.
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I've already proposed a solution to this somewhere. Your new character shouldn't know about your last characters stored items. To accomplish this, the stored items need to be moved to a new location (random). To allow your attackers to get to your loot, a map with the new location must spawn on your corpse. No idea if this is at all possible code wise, but it would fix all sorts of meta gaming.
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And now I'm going to make a rabbit, disappear. On topic: I advocate broadhead hunting arrow and composite short bow for your best hunting experience. Remember to always stay down wind.