Jump to content

11tw

Members
  • Content Count

    257
  • Joined

  • Last visited

Everything posted by 11tw

  1. 11tw

    Scenario to find pistol

    When people are infected by a zombie bite, the cliche thing is for them to ask someone to kill them to spare them the horror of becoming one of 'them'. However if someone is on their own, they must shoot/hang themselves. I think a random spawn of a corpse holding a pistol in their hand with (full magazine - one round) of ammo would be awesome. As for people who hang themselves, good place to find rope?
  2. 11tw

    Chernarus really needs a river.

    Sarcasm noted, however in real life bandits would group together and terrorize 'choke points' which travelers need to use to reach key locations. This would simply encourage players to adopt new tactics, such as using a canoe, or swimming across. And while I don't understand bandit players, I can appreciate how they somewhat emulate how certain people would act in a real life apocalypse. (There are just a few too many of them...)
  3. 11tw

    Message upon spawning

    Just thinking about how to make the game more realistic as far as player behaviour goes. Right now, many people kill on sight. I have no problem with killing on sight as a concept: in a post-apocalyptic world with no rules, some people will be dicks. However I find it hard to believe that every single person who kills on sight would actually do this in real life, and I think measures should be taken to curb this unrealistic behaviour. I am not suggesting an 'insanity meter', but rather a small introductory message at the start of the game which tells players to make careful decisions about befriending people or killing them. Just something to remind people about the value of teamwork and so-on. Studies have shown that the majority (over 70%) of humans when tested choose cooperative methods of problem solving rather than violent or anti-social methods, so it would be good to see the Day Z community's behaviour reflect that. I would argue that the problem originates from the fact that the majority of games include stereotypical enemies who are exclusively evil, and so gamers as a community have been desensitized to killing in a virtual environment. So, not to sound overly emotional, next time you go to KOS, ask yourself if what you are doing matches what you think you would actually do if put in that situation. If you think you would happily kill them and feel no regrets, then go ahead. However, if you think you would more likely approach them, say hi, and warily ask for help, then do that. On a finishing note, anyone who comments that Day Z isn't about simulating how you would deal with moral dilemmas and survival choices in a real life apocalypse doesn't 'get' what Day Z is. If you want a fantasy where there are easy morals, play games where the lines aren't blurred.
  4. 11tw

    Make mics a requirement.

    I think that the whole 'talking' system is great, however it has its downsides. I find that when someone starts talking and they sound like a twelve-year-old (no offense to young players, you just often have annoying voices), it can ruin the immersion.
  5. 11tw

    New improvised backpack.

    I would like to see current backpacks get an upgrade system. For example, with enough rags (let's say 8 for the sake of argument), and a sewing kit, you could upgrade your backpack to gain a few more slots (let's say 4). This would make long-term equipment development more progressive, as it would motivate players to keep looking for that piece of loot which will unlock the next upgrade.
  6. 11tw

    [Suggestion] Improved First Aid

    sounds like a cool addition to the current system, however I think that if more ways to fix yourself are added, more ways to get broken have to be added. Right now (alpha, obviously) there are no infections, but later on I would like to see alcohol gain a use as a disinfectant. Tincture actually already exists in the game, I just don't think it has a practical use.
  7. 11tw

    zombie loot

    zombies, when killed, should drop rare loot. For example, military zombies could carry small amounts of ammo and some food or water. Civilians could occasionally drop weapons such as axes and kitchen knives. I know this seems like an obvious thing to put in the game at a later date, so I am a little apprehensive about opening a topic for it, so I want to say now that this is being opened for discussion so that people can talk about specific types of loot they want to see. No 'it's in alpha' comments please.
  8. 11tw

    Long Chain and Chain Ball For Hostiles

    actually haven't seen it. I have played the game though.
  9. 11tw

    Long Chain and Chain Ball For Hostiles

    I just want to chain up a zombie, equip him with a backpack and force him to walk behind me carrying all my stuff. And to be safe I would like to be able to muzzle him with a gas mask and chop off his forearms with an axe. Sounds a little bit gruesome, but it would double your carrying capacity... however, for me this is a minor issue. Hopefully when the game is finished there will be a million and one things to craft and this will be one of them.
  10. 11tw

    zombie loot

    It makes sense that they would have at least some loot on every zombie. All military zeds should drop boots, and a helmet as standard. These could be in bad condition, but they should drop. If not, it ruins the realistic immersion. I remember getting frustrated that the imperial palace guards in Oblivion didn't drop that really cool gold and white armor when you killed them, and wouldn't want to see that problem in Day Z. From a gameplay perspective, it rewards risky behavior. The best way to balance a game is to reward each type of play in different ways. In this case, you might see a zed has a rifle on his back, but know that attacking it is risky as you may break your leg or die. This makes it more about weighing up different options.
  11. 11tw

    zombie loot

    good referencing!
  12. 11tw

    Waist bags

    Like the idea, but should be very rare. I mean you see backpacks a lot in real life, but how many people wear those things?
  13. 11tw

    Scenes of Major Accidents

    Makes sense, sort of thing we will probably see as a finishing touch in the final stages of development. Love the idea though, seems like a great way to make the world seem more vivid.
  14. 11tw

    Invisible Zombies

    No... not just on a realism level. I feel that this would leave you at the mercy of fortune. Choosing to cross an 'empty' street would be a risk, whereas with visible zombies you can see them and make informed decisions. Zombies who hide in buildings however would be a welcome change, as it would add to the tension when looting.
  15. 11tw

    More motivation to stay alive

    I feel that my backpack full of food and my semi-auto is enough motivation to stay alive, but I do think some kind of skill development would be a good thing to include in the finished game. The whole skill thing is a hot topic, and there are a lot of threads on it, so I won't go into any details...
  16. 11tw

    Drinking water from sinks.

    no, way too easy. also unrealistic because of the breakdown of society
  17. 11tw

    Bleeding Zombies

    I brought this up in an earlier discussion, but it wasn't commented on. I would like to see zombies who take bleeding damage. Not super quick dead-in-10-seconds bleeding, as they are zombies, but fast enough that they die after about five minutes. This would be good because it would make attacking zombies with less powerful sharp objects more reliable. If zombies don't bleed though, then that makes them a 'lifeless' classic zombie, and so in that case they should be slower, so one or the other. Keen to hear any thoughts on zombies. p.s. I know that the game is in alpha. Please don't do any alpha comments. What is the point of a suggestions board if people just say, it is in alpha? This hasn't been guaranteed as a feature in the finished game by the developers yet, and so I thought it should be discussed.
  18. 11tw

    No vehicles: ever!

    This is sort of an anti-suggestion... don't know if any of you have read up on apocalypse theories, but one of the key things people always get wrong is vehicles. Getting a vehicle working more than a year after social collapse would be LITERALLY impossible, as fuel goes off. I know this seems ridiculous, but gasoline is so refined that parts of it vaporize, and what is left isn't combustible in any ordinary engine. This doesn't hold true for diesel however, but I don't think diesel was in usage in Soviet Russia... the only reason fuel would still work would be if the ordinary social structure had only fallen apart about a week ago, but this clearly isn't the case due to the evident scale of the collapse, which would suggest that we are at least six months into the endtimes. Therefore there is no chance that any working fuel could be found. http://autos.aol.com/article/does-gas-go-bad/ Just posting this so that the realism of a vehicle-less world isn't ruined... however I would not oppose the adding of cars as scenery to the cities and roads. At the first sign of an apocalypse people would fill up their trunk with tinned food and try to drive somewhere, so it wouldn't be unrealistic for cars to be hot loot spots. Thanks for any feedback, tom
  19. 11tw

    Perks/skills/professions/stats

    As for people who go: NO!!! keep it as it is!!! Tell me honestly, that you could pick up a gun for the first time and reload it as fast as the current avatar does. Tell me that you could successfully do so while running from zombies. Tell me that you could sow a pair of trousers back together without using a whole yarn of thread. The 'you get better as you do stuff' proposal is just the most realistic, the most intuitive, and the most fun. I want to have a character who learns, grows and develops over time. And it should be invisible but noticeable, i.e. no animation that pops up and says: 'sowing level up!'. Instead we should just notice that we are getting better at bandaging ourselves, starting fires, loading our guns and repairing our clothes.
  20. 11tw

    Perks/skills/professions/stats

    There have been too many different threads on this topic! I love the idea personally, but I have a proposal. Implement the 'usage' skill idea shown in an earlier thread (i.e. first time you sow you only repair it a bit, after a certain number of times you fully restore the item, and first time you reload it takes 15 seconds standing still, 30 seconds running, then it gets faster every time you do it). However, I know that there are other ideas on how a perk/skill system could be implemented, so how about a poll? Do four proposals: 1) no perks, no skills 2) usage improves skills 3) survival time unlocks perks 4) ideas 2+3 combined (tbh, 4 sounds like the most fun, but 2 seems the most realistic) Have people vote on it, then take the result into consideration when making the final decision.
  21. 11tw

    Creating gear independent character value

    I would agree with you on the invisible part, as immersion in a realistic game shouldn't be ruined by a sound effect and a stat bar (e.g. skyrim). However I would say that the only reason this would make any sense would be if you started out terrible at everything. I know that if I reloaded a gun I would take a ridiculous amount of time. I also know that most people can't sow, and that most people don't know how to clean a rifle. Starting off, sewing something should only turn it from ruined to badly damaged, then after fifty (just a random number, don't pick me up on the number) times sewing something and a certain amount of time survived, your sewing skill would be set so that it would fully restore a ruined piece of clothing. The same for reloading, it would probably take me 20-30 seconds to reload a gun while staying still, and I simply wouldn't be able to do it while running. Everyone should start off like this, then get faster every time they do it.
  22. So I would like to see illness become a bigger threat. Right now there is a lot of medical equipment out there, but mainly for dealing with physical injury (splints, bandages, IV). I would like to see randomly contracted illnesses which could be caught from blood to surface exposure. For example, if you are bleeding and run around, opening doors and climbing ladders, you are exposing your blood to a number of pathogens on the surfaces you are touching. Diseases such as Cellulitis are caught in this way. They can be treated with antibiotics and antivirals. This would make visiting hospitals more important than ever, as you would need to carry some pill or vial form antibiotics at all time for safety.
  23. 11tw

    No vehicles: ever!

    Cool idea, they could be found in those warehouses occasionally... the one problem is that from my understanding (I may be wrong, this isn't my area of expertise!) they need a furnace inside to work, as hot low oxygen air has to be fed to the biomass for the system to work. So you would need enough wood or coal to light it up, and this seems impractical. If it IS realistic, then I would love to see them in the game, possibly in foresting and industrial areas.
  24. 11tw

    Creating gear independent character value

    I already did a topic on a character who learns certain gun facts and medical procedures from reading manuals hidden in certain areas. Not many people liked it...
  25. 11tw

    Creating gear independent character value

    There is an element of this survival skill skill tree in the new Lara Croft reboot. By hunting, collecting items, and killing people she gains certain skills, e.g. better at using pistols, draw bowstring faster etc. Certain elements of your proposal are attractive, others aren't. I like the time-based idea, and if it were an intuitive system that tailored to your playstyle, then that would be great. My ideal, would be after three hours of survival, you get your first perk, and depending on what you have done in that time you can choose different perks. If in that time you have found and fired a gun, then a reloading speed perk. If in that time you have found a backpack, then a more space in backpacks perk (sounds unrealistic, but I know people who can fit twice as much stuff into a suitcase than me because they are good at it). If in that time you have beaten a zombie to death with a baseball bat, then an increased melee damage perk. The perks would have to be: 1: Subtle 2: Rewarding 3: Relevant Ideally it would in spirit match the classic RPG idea of: you are what you play.
×