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Everything posted by Blern
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Ha ha haah! There are some giant pussies playing this game, aren't there?! Hah! ... Then make the range 100 meters. Or 300 meters I guess.
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What Steak said.
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Unless the player spawning in sees the same message flash, or "there are 2 players within the vicinity". The new spawn can then be on high alert. One of the mods should move this to 'Suggestions'
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The server lock out suggestion was one of many, to spark the discussion. I believe it has since been dismissed as a viable solution. The 'hide body' function is great, but not every player is killed at the hands of another. We see all these blood smears in the houses. I'm thinking a good solution now would be to have a killed body dragged off and eaten by the zombies, leaving the iconic blood smear. If you want your gear back, you have to find it or fight off 3-5 zombies as a fresh spawn. I like adding more realism. Perhaps instead of some of the classic fiction books, there could be skill books that allow you to learn better bandaging, finding edible berries/roots/etc, better crafting. You can only heal yourself up to a point, unless you find someone with a higher medical skill level or study on your own.
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How to avoid people going after their own corpse
Blern replied to kOepi (DayZ)'s topic in Suggestions
I'm off the server lockout idea. Lately I've been in an internet fog and finding good ping has been tough. I'd hate to be locked out for an hour with no good alternatives. Variant X it is- I say killed bodies become food for zombies- they gather at the body and consume it, leaving nothing but a blood smear (the same we see everywhere else?) Who knows where the loot and corpse is? Team members will have to battle the hoard of zombies if they want to save a team mate's loot. If you die above ground level, no zombies can get to the body, but they will be there at the door when you come back. -
Ok, now you think about this for 20 seconds: Does your clan or partner really have enough inventory slots for all your gear? Is it really smart for you to sit and guard a downed member's body for 20 minutes after or during a firefight? No. I'm not so much in favor of giving clans an edge anyway. Why should they get to hoard loot among themselves and just sit on loot until a killed player returns? Losing a clan member should have an impact. You lose his loot too. Lose too many members, and you can't hold your position.
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A great debate everybody. In the end, my wish is that killed players reanimate as zombies anyway, loot and all. That way you have to kill them again to collect your stuff, or track and hunt them down if they are on the move. Now that would be fun. Imagine zombified players, still all geared up, roaming the countryside and flooding the streets of the bigger towns. Clans would have to deal with a member 'turning' and attacking them.
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Awww. How arrogant are you to be so frustrated when everyone doesn't immediately agree with whatever opinion you bless us with. Well, we didn't worship at the altar of your game brilliance, so yeah you probably will leave this foolish forum behind. You want an ending? Log off.
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The popular solution was to make the body invisible to the player, but visible to the other players, though I'm not sure how easy that would be to program.
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Its a bit more realistic to think that found ammunition would be in rough shape and result in misfeeds, stovepipe jams, failure to eject or extract, I'd like to see more realistic firearm performance other than improved ballistics. Finding an old box of rounds in a barn or on a body would be a lot different than finding a new box on a gun store shelf. So far I have only seen 'pristine' or 'ruined' ammunition. Baklavah had a great note about firearm condition, but often in real life the gun is perfect but the ammo is crap. Maybe a 'worn' or 'damaged' box of rounds would result in degrees of unexpected performance? Say, for a 'worn' round, it fires 75% of the time, and a 'damaged' round fires 25% of the time? Clearing a jammed round would be a simple stroke of the R key or something.
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No rescue. No endgame. Only life or death. Remember DayZ is more simulator than video game. It needs an ending as much as it needs points, scores, levels, boss fights, background music and a snappy saturday morning cartoon to help sell plastic action figures. There is no escape from the apocalypse.
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Even further, you die= your PC blows up and you die in the explosion.
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Yes! Because when I am grasping at survival and struggling to find food and safety, of course I think about getting high first.
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Call of Duty is the other disc. Take this one out, insert that one, and restart your PC.
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That sounds like an elegant solution but probably a lot of programming code to figure out. On the other hand, may be less code than trying to figure out how to agro zombies to a specific point and keep them there to guard a body. I agree the landscape should be littered with bodies, both Chernarus residents and dead players.
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Right here.
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How do i change from 1st person to 3rd person?
Blern replied to erlendbutt's topic in New Player Discussion
Use the new voice command. Its still buggy, so you have to be loud. To change perspective, say, "Deeper Daddy" Might have to yell it a few times at first. -
Better beat the zombies to the body or that shits ruined, brah.
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Its realism. Death should not mean a temporary delay. Okay then how about this: a dead player's fresh blood brings a hoard of zombies to feed on the corpse, or the player's death scream calls all zombies within a few miles. When you arrive at your body to loot it, there are 10-12 zombies feeding on it and you can recover your gear if you can get through them. Bandits have to loot quick and run, or fight off a crowd.
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This game can be so much more than a PvP death match with a minor zombie 'annoyance'. The zombies aren't even a threat. If death means nothing, might as well add these zombies to Call of Duty and throw this game on the pile of 'games we get sick of in a few days'. DayZ has massive potential, and I would hate to see it dragged into monotony.
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On the contrary, it may deter some KoS sniping, for that same reason. Bandits would have to kill up close, or risk losing the loot to a quick body scavenger that was waiting in the bushes! Or bandits would have to work in teams of 'shooter and looter'. It adds risk to KoS looting and makes the bandit earn the loot.
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I disagree on the increase in griefing. I think those players have no stake in the game because there are no consequences. If in game death actually meant a return to having nothing and not a temporary set back, griefers may take it a bit more seriously.
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Might be more complicated code to write but I like it.
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I kind of like the single loot opportunity, then the body is gone. No time out needed. The killer or clan has one chance to recover gear for you, then that's it.
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I appreciate the realism in leaving a body in place, (hopefully they come up with a way to reanimate a player as a zombie sometime), so maybe server lock out is better.