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Everything posted by blunce
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You "quoted" "problem" by using QUOTATION marks ("") ..I'd rather not have a nonconstructive arguement. Please, either contribute or carry on. ...back on topic
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This is a common scenario in the game's current state. This topic is revolving around a concept of the game in it's FINISHED state, so please comment accordingly & constructively.
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I'll start by saying that your name is very appropriate for the way you present yourself. If you read a little closer you would see that I referenced the end-game design multiple times. Yes I did .. & no thread in the search results specified the same examples as I did. To say that nobody uses the search function is very ignorant.
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Thanks for the contribution Nesuma. I exaggerated my example a little bit just to really help everyone understand where I was coming from. Everything can be fine tuned & balaned ;)
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So, you would KOS because it would be more resourceful to find ammo on said player, but.. ..It has NOTHING to do with resources & is merely for fun? I think you just simply have an itchy trigger finger. I never referred to KOS as a "problem", so don't quote me as if I did. I'm contributing to the development of this game by expressing my opinion on the concept. As I stated in my original post, I understand that KOS will forever be a part of the game, fair & square. The finished game (on paper) will have much more content up north. Especially with basebuilding & storage, & therefore, geared players will not constantly be patrolling the coast where the bambis spawn, & the interactions will be fairly minimal. & again, most bambis that act hostile towards geared players, are more often than not, unsuccessful.
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Couldn't find any .. This is why I apologized in advance. What if said "one bullet" took a month to find? Would it really be worth shooting the next thing that you saw move? The game in it's current state right now has very little content &/or value. Therefore, unarmed bambi's have little to nothing to lose in such a scenario. Most of the time when a bambi tries this they're unsuccessful. If they are successful, they simply outplayed their victim & deserved it.
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It's things like this that made me always think that all the books in game should be "skill books" (i.e. you cannot repair a helicopter until you've found & read a "Mechanic" skill book) :) I'll be writing this in the suggestion subforum later haha :D P.S. sorry for straying from the topic a bit..
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I'm in work & haven't been able to watch it, so excuse my ignorance
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Good contribution. The way I'm thinking about it (rarity wise), is that say there were only 2 in circulation across all servers; if one were to get shot down, only at that point would a new helo & parts needed for it, begin to spawn across Chernarus. Once there are 2 fully functional helos in circulation, they would no longer spawn (nor the parts) until one is destroyed again. Just my two cents :beans:
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Suggestion about opening tin cans without tools.
blunce replied to the_governor's topic in Suggestions
I want to say no to this idea, mainly because it would defeat the purpose of/devalue certain loot. It's the challenges such as getting that one can of beans open that make this game's survival aspects so great. For topic's sake, the only way I would want to see this implemented is if it were extremely time consuming, & gave you no more than maybe 25% of the food max. This way, this method would really only be valuable if you're starving & you simply NEED something in your stomach just to go the extra mile until you actually do find a can opener. It should be last resort & do more harm than good, & should really only be an act of desperation. -
Beans .. I feel that it could be easily implemented. This is how I'm thinking of it: When you're unconscious, your body is in the "dead"/"unconscious" position. When you wake up from being unconscious, your player goes back into the prone position. I can see it now ... A black screen with the words "You are playing dead." & you can only use your hearing as your tool until you decide to "wake up". This would provide good balance & some cons to go along with it as well as the pros. I support this idea :thumbsup:
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I would want to see helos ONLY if they were extremely rare. & when I say that I mean only one, maybe 2 in circulation across all servers. Same goes for the parts needed to make them. When I say rare, I mean RARE. Like you're more likely to get struck by lighting. All that being said, I'm making the assumption that we're talking about a finished game. Once server hopping for loot is no longer a problem.
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Ultimately, I feel that OP is looking for a finished product, which this game is not. Just keep checking in on the progress of the game periodically. If it's guns & more, stronger zombies that you're really looking for, I would say the earliest you would want to buy this game would be maybe a month or so prior to it reaching beta status. Which is expected no sooner than the end of 2014 I believe?
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I say more vegetation! (bushes, flowers, tall grass, etc.). Those, a couple of fallen trees/rotten logs & maybe a rock formation here & there. That should provide more than enough cover to disappear into while in the prone or crouched position
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I always pick up paper when I find it, but have yet to find a note written on one There needs to be a seperate paper model in game for pieces of paper that actually have text on them. So you can determine if it's a written note or just a piece of paper simply by looking at it before even pulling up inventory.
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Turtle Beach http://www.turtlebeach.com/products/headsets/pc
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DayZ - Scam, no refunding, just money waste, thx!
blunce replied to MephosZERO's topic in General Discussion
You have my beans for "Tough tits." -
DayZ - Scam, no refunding, just money waste, thx!
blunce replied to MephosZERO's topic in General Discussion
ALPH...Oh whats the point anymore.. -
What's up y'all I think boobytraps are a great concept idea, especially for when barricading/base-building & vehicles get implemented. Some examples of make-shift boobytraps that I have in mind would be: 1.) Tripwire Grenade: A craftable item that needs nothing more than fishing line & a grenade. Tie the string to the grenade's pin, & suspend the wire between 2 trees/fences/buildings/etc. Once a player trips the fishing line, the pin gets pulled, grenade goes of in 3-5 seconds. Players should also have the ability to snip the wire & take the grenade if they find one without setting it off. 2.) Spike Pit: These were used in Vietnam & were known as "Punji sticks". I'm thinking small scale for this one, because in Nam, they were pits as deep as 6 or more feet. For DayZ, I was thinking a small, camouflaged hole, that when stepped in, the player could succumb to broken legs, bleeding, or maybe even infection (in Vietnam sometimes the spikes were covered in fecal matter). For DayZ though, other hazardous substances could be used (poisonous berries, bleach, ammonia, etc.). Would be a craftable item that requires a shovel & wooden sticks & could be placed wherever the player is standing (given that it's in soft ground & not in the middle of a concrete road). 3.) Make-Shift Spike Strips: A craftable anti-vehicle item that could be made with some nails & rope, & could be deployed virtually anywhere on the map. I feel that this one is pretty self-explanatory. Deploy on a concrete or dirt road when a vehicle is approaching & immobilize it with a flat tire from the spikes. So there's my suggestion for the day. Feel free to add more examples of boobytraps if you support the idea, & also feel free to explain why you feel this couldn't work / shouldn't be implemented. All feedback welcome. -blunce
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As everyone above has already said .. Once Hunting/cooking & tents/basebuilding are implemented, we should see a lot more activity in the wilderness
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Yes, I'm speaking in regards to the points Grimey Rick has made.
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Yes, I understand very clearly the point you are trying to make. But I think you fail to see mine. Let's say 2 fresh spawns spawn at the exact same time in the same location. They part ways. They eventually reencounter; one has the high ground, one has the low ground. The guy in the high ground has the advantage because he got there first, just as the guy on ground could've easily done (survival of the fittest). Yes I understand it's unrealistic to be able to see "over" or "around" cover without exposing yourself. But every single person playing regular mode is provided with these same tools. If one person gets a fat advantage simply because he's in an elevated postion then so be it. Anybody can just as easily do that same exact method as they please. If someone wants the advantage of exploiting the camera angle, they should damn very well know that everyone else can use this same tactic against them. This is my point when I say that it is balanced. It's subjective. The only way to eliminate this issue, would be to play hardcore, or remove 3PP altogether. EDIT: Ultimately, what I've derived from this, is that 3PP is a flawed system. & I think that implementing a system that we saw in OP's video would be even more flawed than that. Having players appearing & disappearing because your line of sight was broken is just prone to bugs, exploits, unrealism, lack of immersion & just one huge headache. I wouldn't want a player to disappear for a second just because a leaf drifted through my line of sight. It's like, where would the line be drawn?
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It is balanced, & I feel that your points are very subjective. The player on "ground level" could've just as easily been the "elevated player" had he gone to the elevated position first. When playing in 3PP, every player needs to consider that they could fall into this disadvantage at any moment. It's a matter of who sees who first, just as it is in hardcore. If the higher ground gives you the advantage in 3PP, well then you'd better stick to the high ground. 3PP is what it is. You can't have your cake & eat it too.