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11tw

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About 11tw

  • Rank
    Survivor

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  • Gender
    Male
  • Interests
    (just things relating to contextual knowledge for game)
    Camping
    Medicine
    Cooking
    Zombie Fiction
    Computer Games

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  • Bio
    Gaming enthusiast, attending medical school in Britain.
    Hate COD and GTA and the like. Prefer more thoughtful stuff, and like the direction Day Z is heading in.
  1. 11tw

    Stable Branch - 0.60 Discussion

    I'm having a really bad case of overheating with this Patch. My laptop tends to overheat when it's worked too hard, so it's a problem with me, not the game. However, with the aim of avoiding this issue, what would be the best way to minimise the strain the game places on my computer? Like the best way to minimise the amount of work the computer has to do to run it (I've already reduced the Graphics settings in-game to the minimum available through the Graphics menu).
  2. My idea is that cold should be made a bigger threat. Right now, the way that coldness is variable is good, and the heat comfort value system is a very neat way of doing things. My only change would be to make getting cold more likely, especially considering the Russian climate. The driving force in me requesting this is that I have never needed to build a fire or consume cooked food in Dayz. As an avid camper, I know that this is simply ridiculous. You cannot expect to keep warm in a cold environment if you only consume food which is at ambient temperature, especially if its raining or windy. Therefore I would implement the following system. The player spawns with a special buff which protects them from the cold for 20 minutes of gameplay (giving them a decent heat comfort value for that time), which then wears off to give them the heat comfort value of spawn clothing. This 20 minute window would allow players to acquire clothing. Heat comfort values of clothing would be reduced significantly. I can tell you from past experience that the warmest looking coat will do nothing on its own, and so I would recommend allowing players to wear layers. This would allow you to wear a t shirt under your coat, tracksuit trousers over your jeans, that sort of thing. The extra storage space would also be welcome. This would result in warm clothing and layered clothing becoming more precious, and force players to put more effort into choosing their clothing. With heat comfort values lowered, players would be forced to make more use of fires, heat packs and warm food. As a final note, clothing could be added as high value gear with heat comfort values close to what we have now, but relatively high in my revised system. For example, a furry winter Russian hat (the style Russian police and soldiers wear in films) or a windproof/waterproof hikers jacket would be rare and high heat comfort items which would be coveted by players who are constantly fighting off hypothermia. Keen to hear people's thoughts and suggestions.
  3. 11tw

    CPR

    You clearly didn't read my post. There is a key difference between CPR (which involves using your hands as a sort of manual pump for the person's blood) and Defibrillation. I know that there are defibrillators in game, but CPR and defib are very different.
  4. 11tw

    CPR

    It would be cool to make CPR an option in DayZ. I get that CPR often doesn't work, however it would be a nice feature for those playing as medics. The idea would be that if someone has suffered intense trauma (which does lead to cardiac arrest in real life, with bleeding being the cause of roughly a quarter of cardiac arrests in under 50s), their heart stops, and this causes their blood rating to fall rapidly. Once you bandage them, you then select -attempt to resuscitate- from menu options, giving a small (my 1st aid instructor said that likelihood of survival goes up by 50%) chance to restore blood by a certain amount and reduce shock by a certain amount, while also cancelling out the "cardiac arrest" status. Obviously this is a lot of effort for a slightly weird design feature, but in late game development I think this would be cool.
  5. 11tw

    Priest's Regalia

    Okay, scratch all of that, assassins priest disguise from the Assassin's Creed Franchise, complete with hidden blade, armour, and poison.
  6. 11tw

    Priest's Regalia

    Bit of an odd suggestion, but it just occured to me that it would be cool if Priest's clothing spawned in the churches. I may or may not be planning an Evangelist Playstyle. Obviously not super high priority, but it would add some more depth, even if few people ended up using them.
  7. 11tw

    More storage options

    Just saw a post about hiding Derringer pistols in boots. This got me thinking. Why isn't the storage system more flexible? Here are some ideas of items that could be stored more efficiently: Tent: Can be tied to backpack at the back (I do this when I go camping) so as to avoid using space inside, downside is it will get damp in heavy rain Knives: Military/Jungle boots, regardless of the type of knife Compass: Worn around neck on a string, stays at top of inventory with clothing Water Bottles: Mountain Backpacks and Taloon backpacks IRL usually have pouches for water bottles on both sides, which don't take up space in the bag can't think of any more, but obviously quite a flexible mechanic.
  8. 11tw

    revamp feet damage

    Ideally it would be a well balanced system that rewarded careful use of appropriate footwear, and encouraged use of vehicles such as the truck, and later the bike (or the horse... but then you have issues of the horses' feet degrading, and you need to reshoe them...)
  9. 11tw

    revamp feet damage

    Come on! "Come meet me in Electro" "Can't" "Why?" "My feet are messed up"
  10. 11tw

    revamp feet damage

    Right now, if you run without shoes or with ruined shoes you lose health as your run/walk down to 1000 health. I feel that this isn't an accurate portrayal. Foot damage should get its own set of statuses which have negative effects on other things. So: Sore Feet - caused by prolonged walking, no negative effects, can be cured by resting / washing feet Light Blisters - caused by prolonged walking, no negative effects, can be cured by using a plaster (new item) Blisters - caused by prolonged walking, causes walking and running to slow down slightly Heavy Blisters - caused by prolonged walking, causes walking and running to slow significantly Foot Trauma - caused by prolonged walking, cannot run, heals over time, risk of infection (infection can be prevented with tincture/bandages) Heavy Foot Trauma - causes heavy limping, can be reverted to foot trauma with tincture and bandages, risk of infection But how would these be dealt out? Well, all footwear (and possibly socks if they were added as well) should have a Walking Comfort Value. This would be lowest for the starting shoes (which look pretty flimsy) and highest for the Jungle Boots etc. As you walk, your feet take Foot Damage equal to the following equation; FDMG = Terrain Roughness Value / Foot Comfort Value with Terrain Roughness being determined by the texture of the surface (grass being the kindest, woodland being okay, stones being the worst). Now these would all only occur in extreme cases, and the most common ones would be the least damaging, so I don't think it would make the game much harder. It would just add another dimension and replace the slightly bizarre system we currently have. The system could be tiered, so that FDMG can never exceed a certain amount unless you are literally walking on shards of glass (or that sort of thing), limiting the Heavy Foot Trauma to people who run through a place with something that would tear up your feet.
  11. Just found my first auto weapon, the AKM. I'm enjoying the single shot mode, but I want to switch to automatic fire. How can I do this? Thanks.
  12. 11tw

    Make all servers separate

    This is a radical suggestion, which will anger many. My idea is to make it so that switching between servers will not allow you to keep the character you are using. A character is bound to a server, and cannot be moved. My inspiration for this came from playing on a private server (by accident). The result is a more enjoyable playing experience. When I encounter another player, I don't immediately assume that their military gear was acquired by server swapping (they could have duped, but different issue). It makes the game more challenging, but I feel more immersed and am enjoying the game more. Considering the advances that have been made in recent builds with persistence and respawning, I would would argue that we don't need the ability to switch servers any more. The added bonus from this would be the effect it would have on the most annoying players. You know, the ones who a) spawn in a 0-3 pop server b) make a beeline for the nearest military base c) collect military gear d) server hop to 10 other low pop servers e) switch onto a high pop server, kill, die and repeat In my experience these guys are the most obnoxious after hackers. This would inevitably ruin the game for them, as they need instant gratification, leaving more DayZ for everyone else. Obviously this is my experience, and I don't know how the community feels about this, so I thought I would ask.
  13. Now that zed AI has been improved, they seem to have 4 states, as laid out by WOBO in his video. When in the unalerted, passive state, I think zeds should be vulnerable to sneak attacks. So, for example, if you get right up behind a zombie armed with a steak knife (not usually a one hit kill to my knowledge) while it isn't agitated, and attack, the game counts it as extra damage. This means no special animations or all of that jazz, just a skyrim style 5x dmg multiplier for sneak attacks to simulate the severing of the trachea or the spinal column etc. Don't know how on earth this could be applied to players (3rd person would ruin it) so it would have to be a zombie only thing. It wouldn't be too hard to implement as far as I can see, now that the zed AI has been made a bit more sophisticated.
  14. 11tw

    Item degeneration and maintaining

    Tent in sheltered position would go through the same, but over many weeks rather than in 2 weeks. And this could be prevented by general maintenance, or good weather.
  15. 11tw

    Item degeneration and maintaining

    CAMPING EXPERIENCE NO JUTSU!!! A tent might survive in the elements, but it depends on where you pitch it. If you pitch it in a lea, (out of the wind) and protected from the rain, then it will stay as it is forever. I wild camped for 4 days in a single spot using this method on Dartmoor in Winter (which is Britain's version of hell). Out in the elements, a tent will get beaten up quite a bit, and will eventually get soaked. Obviously it depends on the tent, but I wouldn't expect your standard range 4 man tent to survive more than ~2 weeks before collapsing. So, how about tents take wind damage and rain damage when they are exposed to them (you could check both of these with an action on the tent) and this, over time, causes the tent to lose condition. However, there is a difference between collapsed and ruined; extreme winds will make a tent collapse, but it won't always break the poles or tear the material. So; A tent is left exposed in the middle of a field 2 days: Soaked, stuff inside tent is wet 5 days: Material of tent is worn 10 days: Material of tent is damaged, stuff inside tent is soaked (certain foods (not tins) are ruined) 15 days: Material of tent is badly damaged, tent is collapsed, stuff inside tent is damaged (some items are worn, some are ruined, depends on how hardy they should be in general) and soaked
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