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mgc

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Everything posted by mgc

  1. I see what you're saying. How about you can opt to log anyway at the cost of another 30 secs penalty? So 90 secs in total but without the need to get to "safety" (adrenaline 0) first. A question for you: Would you be playing this game when babysitting a nuclear reactor?
  2. Keep the guns & hat This game needs a constructive feature stat.
  3. ""In order to log out the player must find a bed, a sleeping bag or have a tent (more on this down below). If the player logs out or exits the game without going to "sleep" his/her character will stay on the server until he/she rejoins the server. If you have been shooting or hearing gunshots your adrenaline level would be too high to sleep, if you have been shot at your adrenaline level would be so high that logging off would leave the character on the bed for like 30 minutes before disappearing."" This would stop combat logging but not server hopping. Leave out the beds and only use the adrenaline idea. I suggest Max to 0 in 30 seconds. When 0 is reached, you can log out and your character leaves the server after another 30 seconds (current log out timer) Adrenaline could also give some pros imo like sprinting faster and improved response time.
  4. mgc

    Gameplay Mechanics Pt1 - The Player(skills)

    I think you should progress slightly in all areas based on time survived alone. 100 hours of game time on a single character would imo be a nice max level point. Avoid the "press button x times = result" mechanic pls.
  5. M4 accuracy is shocking. I cant even hit streetlights over 200m with single shot unless I'm lying on the floor with all pristine parts. If you encounter a guy with a mosen, you better be closer than that ^ or you're dead. The M4 equates to a smg atm. I don't mind bows. Nice and quiet.
  6. I want Z. This is not Dayrageinfectedbutstillalive. I don't want just any Z, I want classic, slow moving, only dangerous in large numbers, dimwitted Z. This is z core mechanic. Don't mess it up.
  7. mgc

    Rethink Reloading

    ""It is not just staying alive that makes you improve. It's performing the action in question that improves it's performance"" I'm well aware that is how it works irl, but this is a game. Some shortcuts are allowed. Avoid "press button x times = result" mechanics.
  8. mgc

    Nuclear area

    This is not content. It is fluff.
  9. mgc

    Rethink Reloading

    ""You'd then improve more subtly just by staying alive"" Can we move straight to this ^ concept and leave the boring details to the imagination? Saves coding as well. Lets assume the character can improve over time without the player having to spoon feed it? Press button x times = result Physically developing motor skills is just another grind unless you'd do the activity (in this case playing the game) anyway.
  10. mgc

    Xp System?

    The lack of constructive features (i.e. base building) causes much of this: ""my thoughts about this is simply to add something to the game to keep the playerbase Active, tbh currently all we do is find guns to shoot ppl. and if we had something else to focus on we would be much more friendly, and even give soloplay some meaning again."" One does not simply add something to the game. Having said that, i'm not completely against all character development, ""every X amount of time you stay alive you gain Tiny bits of Xp, every time u kill a player or a zombie u gain xp and u lvl up, every X amount of lvls gives u points to upgrade certain things such as your Health, your chance to wake up from unconcious, your chance to not get bleeding when hit by zombies."" but imo, upgrades should not significantly affect combat. ""and with Xp you can use lvls to learn special skills such as Cutting down trees, hunting, gathering and crafting materials from your environment."" and I don't want to have to grind levels in order to be able to cut down a tree.
  11. mgc

    Gameplay vs Realism

    Ranged weapons: get 1 Ammo: I have enough ammo to kill a 1000 Z. (but i prefer my axe) ""in game it is a lot less fun to play a game of 'run for the zombies' in stead of being able to combat them."" I would like to occasionally see Z so numerous that the best option would be to run. Imo that's fun. ""unfair advantage"" Nope, completely fair. The only way it would be unfair is if the guy with the gun didn't get it legit. ""they can camp the very few places that spawn them."" If you know where they are likely to be, it becomes a lot easier to kill / avoid them.
  12. mgc

    Rethink Reloading

    Because sitting in a quiet corner of the map for an hour to grind your reload skill is no fun.
  13. More cities should not be a priority imo. And yes, pls improve cover so it loads up to 1 km.
  14. mgc

    Rethink Reloading

    The duration of the reloading animation as a measure of character skill, trumps player input. p.s. Practicing reloading should not shorten the animation (for obvious reasons) but perhaps hours played (on the same character) could.
  15. mgc

    How do you deal with zombies?

    What zombies?
  16. The re-establishment of civilization as end game; I think you need base building implemented. With bases come clans(cooperation), "safer" zones, more trade and rp Defending and repairing / expanding the base can be an everlasting effort. Utilities such as running water and electricity can be integrated into base building.
  17. mgc

    Sad reality of how people play dayz

    1 Scout surroundings 2 Find Z and closed doors in ""secret"" location (or freak out when i dont) 3 Loot 4 Go to hiding place 5 Play tetris 6 Eat loot 7 Log off till reset. 8 Go to forums 9 Read 10 Comment Done!
  18. The only reason to make loot spawn random is to screw over the server hoppers. Leaving most or all of the loot as is and adding a bit of randomness doesnt do the trick. Full randomized loot spawn is the only way; Grade / type / location and time must all be variables. You dont want to find an m4 in the outhouse? Come up with a better way to stop serverhoppers.
  19. Source? Reasoning? Are you opposed because then you actually have to search for loot?
  20. End game: Gearing up has nothing to do with the endgame once several key features will be implemented / buffed. Base / vehicle construction and hordes of Z can / will be the main driving factor. Boredom: Your problem is with the stage of development. Be more patient. Slow gearing: We dont need solutions to temporary problems. Server hoppers: What is needed is randomized loot spawn; Type / Grade / Location and Time should all be variables. That way nobody knows what will be when or where. Problem solved.
  21. mgc

    Role-Playing Randomizer

    Could be fun if well balanced. ""They would then have perks directly tied to that character"" What kind of perks?
  22. mgc

    Non-lethal weapons

    Non-Lethal Weapon Good idea. I see opportunity for a new movie parody.
  23. mgc

    Inventory system

    ""It seems they want the volume to be the deciding factor over weight."" Yes. Weight relates more to the stamina thing they want to implement. ""Then there are no "slots" per se, just volume amounts based on clothing type."" There are still slots, but theyre hidden in the math. You need to divide the total volume of the item by the number of pockets to get the PV (max).
  24. Random Respawn Grade / Type / Location / Time ^ should all be variables.
  25. I can run up a flight of stairs if i need to.
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