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N@palmtheelf

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About N@palmtheelf

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    On the Coast
  1. N@palmtheelf

    To Camp or not to camp

    And its 05.00 in the morning, let me just spout out ideas, even if they aren't cosmically original...great minds and all guys. I might hit on something.
  2. N@palmtheelf

    To Camp or not to camp

    Part Two - Protection and the skills needed. Realism is great fun if you can handle it. I noted in the posts, when it came to protecting bases/camps and loot stores, the frothing screams of 'gun towers', and laser guided ball feminizing landmines' etc etc. After a society shattering incident like this, the idea of being surrounded by 10ft flawless steel walls toppped with razor wire with automated gun turrets and such gizmo's is pie-in-the-sky and ruins the whole idea. People would be happy to have a roof that doesnt leak and a gun that doesn't jam on them when they need it, rather than high tech stuff that simply don't exist in the mainstream. Razor wire....ha! You'd have pits filled with sharpened sticks and tripwires...Rambo style, and even then you'd have to read up on how to make them. Most people, oddly enough, (some people might find this hard ot believe) aren't ready for the breakdown of society. They would have a hard enough time trying to even contemplate not having somewhere to plug their mobile in! They would have to learn, and learn fast. In game terms, Skill sources being an ideal way of dealing with the concept of learning skills that will help you survive,(albeit hardcopy/tapes/MP3/CD's) , AND, making those lucky enough to have the knowledge invaluable to survivor groups, who might otherwise rob 'em and kick them out....or possibly eat them. Skilled individuals would be essential to building a base that works, and keeps working. It would also promote less of the shoot first ask questions later, by promoting trade and barter, not only for items but skills. And imagine being lucky enough to have found a tattered copy of the Anarchistics Cookbook (circa 1990) and how valuable that would make you to others! 'OK, boy (hichichic wheeze) we is gunna shoot ya boy....so squeal like a pig!' 'Ahem...Let me tell you about thermite.....for my freedom that is.'
  3. N@palmtheelf

    To Camp or not to camp

    Personally I love the idea of building up a base, collecting wood, tyres and corrigated iron to make a base, burying a couple of waterproof cases for storage (yup they exisit cos I found one yesterday), building a makeshift garage covered in camo netting to hide it from flyovers or some bugger on a hill with apair of binoculars...the list of possibilities is endless. BUT....I pondered the whole 'What would I do if....' scenario and I have to say it wouldn't jump straight to that kind of thing. In historic survival situations have tended to either reinforce existing structures or the ruins of them....or they have made small hidden makeshift shelters, not unlike the old Anderson shelters form WW2. Something small and partially or wholly hidden, but not large enough to be seen easily by unfriendly eyes. I look forward to how the devs are going to handle building and fortifying camps. Will it be moduler, or based on resource and crafting, then placed by HUD. (please dont go the RUST route, as anything either turns out all looking the same, or as jaunty angles that look unrealistic and just plain annoying. Also...devs....remember another important thing. In a world where theres bandits and zombies and all manner of nasty stuff to survive....I have one word for you....SEWERS! Imagine taking the action underground as well as on and above it. (it think it might be a first) Torches an essential as survivors explore and reclaim sewer systems, maybe requiring them to fit pumps and ventilation systems to make the places inhabitable. All major cities and towns will have sewer systems, or storm drains, or now disused and partially ruined subways, or nuclear bunkers....well...maybe not nuclear bunkers, but you get my meaning. N@
  4. Have to say, despite suspecting that those who indulge in or create a media form are actually reflecting the concerns and fears of their time in history (Marshall McLuhan was right methinks), I love DAYZ, and if Bohemia keep on it, it could rival many of the most popular MMO's. Like the PC Gamer review I see a future of gangs and rival factions bombing over the landscape in scavenged cars, or someone ending up being the Gryo Captain from Mad Max, radioing in bandit movements via radio. But before all that.......long before that....I can only ask one thing. Please sort out the character movement.....its jiggery and has a weird kinda of laggy over movement effect (not just game lag) It almost feels as if the character is a drunken baby and unable to control how many steps they are taking. The mouse sensitivity only serves to slow the drunken baby effect. This is particularly noticable when searching buildings, where its a case of either stop and turn until a doorway is roughly in the right direction and then stumble/stagger forward (thats me when Ive had a few too many), or you end up bouncing of walls or worse still, falling down a step and breaking your leg so you have to kill yourself or spend the rest of the game crawling about on your stomach (thats all I'm going to say on that subject.) Bottomline.....I just dont feel in control of my character in a responsive way. Is this some survivor side effect from the virus? I'm not a zombie but I cant control my legs anymore! Please devs, make movement a more stable and above all more satisfying experience.
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