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Energetics (DayZ)

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About Energetics (DayZ)

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  1. Energetics (DayZ)

    For when hunting is implemented

    A Zip-Bag could be the simplest come-across-item. Would take 1 or 2 places like the meat and make it last longer. A Cooler would have to use up more space than it would be able to handle (like in real life) due to its sealing/cooling system or active power-cell (it would need a battery)
  2. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    Man Elle maybe this is something for you http://www.gotoquiz.com/will_u_survive_an_zombie_apocalypse (you still can shoot me if a I come over - but you will eventually die - with that social intend - alone)
  3. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    and this threat is just there to give them some ideas along the way (because we do not know what they have in the pipeline) :rolleyes: not exclusively - maybe just special items - or have them both ways: hard to be found/rare or 100% when you take on the task. Calm down man...you'r not in game
  4. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    Sum Ting Wong - now you got me! :thumbsup:
  5. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    So what about ambushes on friedly players? Shooters on first sight? Backstabbers and server jumpers who make their game "easier" by having others do the painstaiking looting for them...... ...unsocial behavior like that in a survival environment? So in your logic I would have to follow this path to come across equipment as fast as them - jet you would count it unfair if items could be gained (not even as fast as robbing them) by paper chases/scavenger hunts? Sorry but here you loose me...this is inconsistent. Elle I am afraid you get me completely wrong...I am not pro "story driven missions"...I am about game mechanics. How to obtain certain things and how they interact. There is no difference in: gascontainer+burner+pod+meat=stew or pickup letter+read what to bring here+search item A+bring back=item B you can call both a mission/quest/mechanic...but it is still the same predefined possibility DayZ has to offer..because stew does not come from anything else... and if you do not make it your "mission" to find the pod...you get no stew. So why is this not unfair to you? Don't you see that, as Sum Ting Wong puts it....these additional mechanics add to new interactivity of items we already have? You could argue that the mag is not in the pistol and you have to search the bullets......jet you argue that it is not OK to have some container locked by a padlock whichs code you have to find? It is the devs idea to get players more spread across the map...and these mechanics can do just that. Imagine how boring it will be with 200 players piling up in cities having nothing to do than shoot each other? And what about the cars that will need to be fixed? Everyone will want to have one and make it his weekly "mission" to put one together. Now I could use your argument again "how unfair is that that I cannot have a car without searching for parts" (oh yeah - kill for one - but I do not want to be forced to do that!) Examples: "The part needed for car A in front of house A could be well hidden...but if you would look closer in house A you would see that its owner has a bill on his desk stating the engine is with the mechanic in the next town.So you can go over there and get it...if you pass on reading that note...you will search long and wide but be able to find it" "On a wall in the living room you see a pictogrammed medpack + crane: You could go over to the crane on the other side of the town and pick up the medpack...you could just stumble about it...or leave it" "Put together a treasure map from findings all over Cerno (you will have to cooperate when there are lots of pieces) and be rewarded with a mosin scope/jellow box/..." So what does this do to your game? To mine it adds reality. Because people would leave notes for familymembers and possibly to help others. They would hide/preserve items from others/zombies/looters. It adds interaction on your approval - non different like right now...just don't cook in a few weeks it's the same. How many houses do you still loot? Is running from A to B not just an annoyance and waste of time pressing W with raised hands? With those mechanics and more to interact those little villages would get more player attention spreading them all over the map. You want to run from airfield to airfield? do so.....or just solve that "riddle" on they way down there.... There is almost nothing forced in DayZ upon us except the behavior of other players...
  6. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    What I do not get is...why you (who does not like the idea of missions) care so much??? If they would be implemented..you could just ignore them. If there is a hint painted on a wall...just dismiss it...your game experience would not be any different from now. But those who would have fun with those side-quests could have their fun apart from mindless equipment looting and have a treasure hunt for themselves. Why do you care about this topic anyway if it does not interfere with your style of playing?? Can you accept that people like me would enjoy such items in this game and let us have our freedom with those ideas? They do your "thing" no harm...whatever it is you do in Cerno....
  7. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    maybe some have jet not come over the fact that this is an Alpha? this is what an Alpha is in the end - A testphase for ideas This threat is for ideas - not for haters Bring better stuff to the table if you do not like what is on it. Nothing has to stand as it is - Even Dean Hall said that! Maybe you will not like what DayZ is going to become - maybe I will not like it.....that is OK. But there is no "resounding NO" to any ideas because this is post 25# and there is +1mio players out there for whom none of us has the right to speak here. This threat is for people who want Bohemia to read their ideas...and as far as this idea goes...there is still not much readworthy in here... Please read post #1 propperly. It has 25 ideas!!!! and npc's (by the way all Zombies are NPC'S wakeup!) who are not zombies are just 1 idea of them. So dont waste your fire on the beans..... There need not be any npc's to new additions to the "gather and combine experience" in the game. Please contribute if you have to give any - taking is for ingame and Cerno
  8. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    Does DayZ not "reward" people who steal and rob and kill not with fast-gathering-of-equipment and not having to search far and wide? Is lootcamping not the best way to get your super-weapon-gear? Is basehopping not the best way for military-loot? So you don't complain about that - but about the mini games idea that would add to the experience in a peaceful/meaningful way? SURVIVAL is not about killing everybody else over a fucking ttsko pant! Maybe you look at history how people survived 35.000y ago? They had to gather! (You wouldn't sit in front of your PC if it wasn't for that fact - you would still rob real sticks together!) Who has to do that in Dayz? And beeing an asshole and server abuser at the moment is not the perfect advantage DayZ offers? Why has there been cuffing/forcefeeding before hunting? There are narcistic/sadistic actions implemented before real survival???? (YEAH...this is a survival game my A''''') SO...OK Let's go this road: If I cannot have a padlock to open.....PLEASE let me rape every female character on the map!!!! Because this is what really would happen if 4 guys with M4's would come across a female after a Zombie Holocaust! Let me buttf**k the cuffed! Let me tear or saw or chop off limbs for the fun of it! WHAT IS YOUR POINT? And as you say for yourself Elle: a game has to reward you with something if you do it well....otherwise its no game (http://en.wikipedia.org/wiki/Game) And now serverhopping is rewarded! And what is it good for? Mini quests would add to the fact to stay on one server!!! You can only finish them here! Wandering around would get a new dimension and players would not pile up in cities to antagonize new-spawned. what I suggest is just a "possibility" to follow a goal...Like the ones you set for yourselves. You can have the startingpoint on you or find and you can choose...and this is what DayZ is about. You also could complain about the idea that there will be crates for your stuff to save items.....this will "ruin" the complete concept of the game it has atm...or it will "change" it Let's have crates but let them be "to be found" when you respawn...Or I'll have 6 M4's and not to care whether I die! So maybe you YOUNG GUYS start to think of change as something positive??? Cause it only adds to a game! (and no game exists if it wouldn't be for ideas) where are yours?
  9. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    And so putting together a car/ a backpack/ a chopper is no mission???? Why should better gear not be behind padlocks and you have to search the country for its combination or key? Why should it not be hidden away unless you can solve a problem. Getting your pristine M4 with all pipapo is a quest! And maybe you just have to get your heads around it: What you are complaining against ist just what you do right now! You create missions out of what is there! Otherwise Dayz would be to boring or pointless for you! 14 Posts and not a single Idea (and if you do not like the idea of having a polariod with you when you spawn with a picture of a loot-hideout of your past life - then throw it away) The sandbox is not getting smaller or diverted when there are more paintings on the walls you coukd turn to see numbers for padlocks on them! That's the grace of it: you don't like - you leave it (Like you should with this thread - add something useful - or leave it!)
  10. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    Sorry guys but atm DayZ is just a PC sandbox showcase. (And it is within its limitations a worst case szenario of human behavior and user-exploits.) Still Bohemia is going to port this game onto consoles......and without quests or missions this game is going to fail on these platforms - for these type of players. And you can argue your mouth dry - you know that. You are right - keep it without npc...but then why do we need zombies? As I can kill them off in a heartbeat they are no danger at all to me....I even shake em as I run away. They are npc and they are useless! But please stick to the topic quests and missions need no npc and polaroids, pictures and graffity can be put onto players/walls and houses... AND YES even an item-combo like stick-burlap-rope = bagpack is a quest - so stop complaining about the idea. We all know your opinions what you want and how you want it....this topic is for the thinktanks and IDEAS...something to be kept worth reading. Honestly I want Bohemia to read this and put it in the bin - they have the final call - not us - we just don't buy it if we do not like it. And honestly - I do not like it the way it is now - and you do not have to care... THANK YOU
  11. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    ADD Ideas - not opinions we all have “Wise men speak because they have something to say; fools because they have to say something.”
  12. Energetics (DayZ)

    retrieve - assist - gather missions (please add your ideas)

    the npc could just be a letterbox outside a countryhouse and the item to carry from B something to link up in A (a hobby radio and you receive a looped transmission)
  13. There should be more interactivity for players planted into the surroundings of Cerno that could bring certain highly rare (or otherwise unobtainable) items. This would certainly help prevent piling of players in different areas and make "wandering about" a more taskful/meaningful time. Please understand: I am not PRO Wii style blabla-charakters to hand out missions. I would love to see mechanics induced by the people that are long gone. Unfinished tasks (the carengine is still in the next town - the bill on the drawer still states that) that could spawn from what the player has in his pocket (amnesia?) or what he sees or gets told by things: Inducing new mechanics: via letters from npc's/players/unkown charactershave a npc/letterbox with instructions (first floors, on the cranes, have them shouting from rooftops onto which they rescued themselves)get some of the drawers functional and hide a noteHave a hidden Safe in the housepolaroids on walls, in drawers or upon spawningfind the right spot (get polaroids to the players)graffitipaintings in houseswriting on back of moveable furniture/boxes/doorspolice and ambulance files (drawers)unlockable shelters (as part of a multi stage riddle)have dots on the paper: linking them with the pen gives a picture/clue/directionhave us spawn with (fragments of) notes and make them viable by cooperation. Possible missions: We have paper so there could be the intel written on them: "I got seperated from my parents in GORKA. They are hiding there! Can You find them?"On Altis Life the npc is an ATM..let him be the startpoint in DayZ. Gather together machine-parts from different cars and he fixes you - The CHAINSAW!Carry a wounded player/npc back to his relatives in the next town (receive award) - AS WE SEEM UNABLE TO ORGANISE US OURSELVES!Gather pieces of a treasure map (from safes, drawers,..)amnesia: have the player start with a polaroid and a key: "find that barn - find your gun/car/item"People would use graffiti in towns on walls/on doors to communicate - have a graffiti be the starting point for a zombie headcount (kill 50 zombies in Gorka) - have a graffiti depict a hiding place of an item/npc mission (crane southwest) - have it contain the combination of a padlock (so we use paper and pen to take notes!) - - - 5 - in Cerno, - 2 - - 1 in Gorka, 2 - 4 - - - in airfield, - - - - - 7 on the ship (graffiti, note in drawer, corner of a picture, back of furniture,..) -> open the shelter/box/barn/door -> loothave a painting/polaroid depict a (e.g. high seat's) view of an area (the X on the painting depicts the hiding spot of an item)find a specific zombie (from his police-file in the station) he's an ex convict with a lootable magnumgather blood types and finish an experiment in the hospital lab (find out your blood type)Use spraycans to paint helicopter landing sites onto rooftops in Cerno -> rewardCarrier pigeon missions (from letterbox in A to npc/letterbox in B
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