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Everything posted by Neshimi
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actually, if only red and blue cans were added then you have all colors. red, green, blue, black, and white could be handled by bleach/disinfectant, or justified by how long it was boiled. Additionally for code's sake, alpha channels.
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Grenade as a life preservation device - must read
Neshimi replied to Pokerguy12's topic in Suggestions
How about if you are holding a grenade in hands when killed, the grenade detonates a couple seconds later? Saves on the extra "replace pin" code but serves the same purpose. -
I had the thought of something similar but not the same, and I feel that this is as good a place as any to put it. So, playing with a couple friends, we were laughing about the silly way you hold logs, and how it was impossible/in-feasible to store logs in inventories. this made me come up with the awesome idea to use them in a mid-tier crafting recipe. My idea was to add carts that would move along rails by being pushed. Slow, defenseless and limited in direction... But would be used for large scale storage for a group of players. Imagine a guy or two pushing a cart full of ammo, food, and other provisions down the rail with a scout taking point and a person or two sticking close by for protection. The cooperation is large scale. plus the resources I considered for the job were difficult/endangering to collect. Four rail-car wheels (near rails). Three pipes (axles with a center pipe to connect). Ten-fifteen logs for the "bucket" (assuming a tree drops more than one). A hacksaw/axe must be present in inventory. All of these would have to be carried one by one to the place of construction, and of course duct tape to tie it all up. (wouldn't be improvised without it.) The cart would work similar to a player's inventory with the ability to "equip" it with up to three backpacks, two ammo boxes, and two first aid kits. and I feel you should be able to push it off the tracks with two people in a 30 sec animation. I picture this: http://mimianddi.files.wordpress.com/2010/10/dsc02358.jpg http://previewcf.turbosquid.com/Preview/2014/05/27__06_04_41/Cart2.jpgdd0a08c4-453a-40a6-921a-0d3bb2a7e641Large.jpg whaddaya think?
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I think that the concept behind "make sure this gear doesn't fall into the wrong hands" is perfectly okay. But I do feel that a way to "interrupt" the process, or force the hider to expose themselves a bit would be perfect. Requiring a shovel is a good idea, but the penalty of carrying one is large enough to not need a 5 minute timer. A way to interrupt the "burying" would be possible with a 30 sec or so animation, and would force someone to double check surroundings before it. Dragging a body is also an awesome concept, especially when rag-dolls are implemented... maybe even having to drag to "softer" ground if it currently lays on pavement/floor before burying.
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I am for a percent chance to inflict fracture on self when punching someone wearing a helmet. Plus, take a cursory glance at motorcycle gloves. generally they have gel padding and carbon fiber knuckles, and perhaps if these were ever added, they would give something akin to how things are now. and of course regular glove would reduce the percent chance, and damage gloves slightly on impact.
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Both, please. perhaps if a watch was wrong/dead/needed winding then you'd have to find a clock tower to set the time. Plus I like the idea of different qualities of watches. like: one wind-up one digital/solar one w/ built-in compass plus Maybe a RARE one on military bases with the Traser hands/hours? (weak radioactive gas that glows) http://getat.ru/wp-content/uploads/2014/02/traser_glow_image.jpg
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Normally I hate the "play something else" response, but I have to agree here. The system for MOST player fueled quest boards would be WAY too easily abused, (much to my dismay)... but DayZ's strength lies in it's ability to provide the setting without the story. effectively forcing the players to interact and make stories/memories. Now, the ability to "pin" papers to walls/billboards would be interesting. But I know I wouldn't trust any I found.
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Please. this. but I must admit, I find it frustrating to hear sounds that just don't have a source. example? The sound of doors closing shouldn't exist (as ambient) because I always keep an ear out for noises of players/zeds. Wolves, gunshots, doors/gates, etc. should have actual sources. but wind rustles, dust/dirt falling from high up, rat squeaks, high tension wires "singing", the "tinking" noise a flagpole makes, water dripping, (a much softer version of ) the chain link fences being affected by wind, creaking metal in some areas (like railyards)... even the occasional rustle of a small animal or distant twig snap in forests.
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I can attest to this. I live on a military base and they DO speak when a test is done. But there is usually a two second pause after every word. But even the ability to make an air raid siren go off, for instance to deafen everyone at an airfield to your footsteps at the cost of mad zombie spawns... I am intrigued. :beans: Think of the hysteria.
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With a loaded pistol, this makes sense. Most people would have a sidearm by the time a glitch strikes, if you don't then they are fairly easy to find. Perhaps with a little exploring, newbies will find themselves with decent gear and reconsider. But the option should exist. Otherwise I am gonna see more fresh spawns punching gas stations.
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No, but to stay a soldier, be a physicist, and still have time to cook for yourself would take immense effort. Hours of stressful practice and probably a loss of sleep. This is where the phrase "Jack of all trades, master of none" applies. To truly be the best at something, is something to be proud of.
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I agree, and made sure to specify that any "perk" (I think "Trait" is more accurate) was something that might come in handy down the road, but may immediately impact you negatively. The extra slot or two is great, but it spawns empty. it does not help you find something to fill it. but it immediately affects your movement/vault speed. And the one thing this game needs desperately is a more blatant need to team up, to throw caution to the wind in order to further one's ability to survive. I like the paranoia and bandit thing, truly! and nothing will kill it. But if everyone had a harder time juggling all the arduous parts of survival alone, then it would be more tempting to team up and overcome. In fact, with a transparent system of speed buffs and minor bonuses, it could even be possible to allow for a slightly dynamic set of "skills" a professional medic/forager who has worked on these tasks could suddenly change tact and begin shooting a bit. But the more focus given to a gun, the craft of healing begins weaken. in other words, your bonuses do not drop MUCH when you stop practicing, but they balance a bit. Like putting beans on the lighter end of the scale. perhaps it should also "level up" slower when you have many other "inviso-points" so that after healing for a while it becomes harder to gain shooting skill points or whatever else. and really, what "balance loss" is there when a player can reload 15% faster OR bandage his friends 20% faster. not a lot. Not when the rest of the game is on such epic hours-and-days time frames. So what if a battle hardened survivor can outrun and outshoot you. He doesn't know a raspberry cane from a nightshade shrub. YOU DO. Convince him of your talent in tactics or medicine, or that you are just plain noisy enough to be a good distraction. His desire to kill you may be great... But his need may be greater. I don't wish for my next comment to be interpreted as a reason for classes or skill trees because i am firmly against the idea... A military organizes a squad in a humvee like this: a man trained to fix engines and mechanical dohickeys. a man trained to repair the overall integrity and saftey of the vehicle. a man to shoot, load and clean guns, and a medic to repair his mates. Why? It works. now to clarify. If the game is built with it in mind, (not forcing it down your throat with manditory choices) then people will naturally fill a niche. This is a normal social construct. So is chasing someone in the nude with an axe screaming "DOODOOPEEPEE" but more in a stress relief light than an actual survival tactic. as long as the choice exists, every role will be filled by itself.
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Actually, I keep seeing those pumpkin patches with scarecrows, perhaps a pumpkin on a hoe plus any shirt and headgear? or even just a motorcycle helmet? But I endorse this. Imagine two of these stuck in the ground next to a sniper on a hill. you would never know which to hit. XD
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So I have been bothered by DayZ's distinct lack of "Progression" (yes it's in alpha, I know.) and I feel that despite the intended free-form sandbox theme, ALL games do require some form of progression. Otherwise, what separates a newbie from a true survivor. If someone has spent 30 hours as one character, but plays timidly and keeps getting lucky, they are rewarded in the EXACT same way as a Player that occasionally risks it for the possible biscuit. They live another day with little more assurance of survival. Not that I don't agree with the hardcore mindset, But I do believe in a sort of "getting better." I have a few different Ideas for an implementation of this concept, if I may. Immersion is definitely a must have for DayZ. And the game is already complex enough to make for a somewhat steep learning curve for newbies, so I feel that a tangled skill tree would only serve to frustrate a beginner. Not to mention, you would be throwing in a clashing genre (at least I don't think DayZ is an RPG per-se). But a transparent but noticeable Deftness or familiarity that comes with practice is a welcome addition in my eyes. For example, if you picked a berry, you might not know a huckleberry from a nightshade berry. But read a randomly spawning book and you'll know. Eat one and you'll know in the hour as an alternative (a more rouge-like approach). But examining it would only reveal simple details, not enough to be sure until you read the book or try one. Also, small things that could be considered a skill that would improve beyond just a google knowledge would be the speed at which you vault fences, or the height of things you can vault. Perhaps if/when finite running is a feature, then you could run longer without side effects (perhaps a bonus of adrenaline from nearby gunshots). As a U.S. Navy Sharpshooter, I can say that more than anything, it is not the ability to hit the target that i see people struggle with, but their ability to recover their sight picture (the location of the ironsight on the target), and with practice, one could recover faster and with less deviation after the recoil. Bandage wounds faster, need food slightly less often, sewing kits repair more/better, craft items at higher qualities, etc. As for another portion of this topic, Professions. I will start with my feelings on professions, and how they should be defined not by stats, but playstyle. In other words, A player can be well practiced in a "skill" but his "title" is based only on how he is viewed by others, perhaps a few more options for vanity could help this area. Maybe a chef's hat or apron (Think 28 days later XD), rope with bones dangling off it, or even just various stickers that can be stuck on helmets as a decal. Maybe a "pack of stickers" that can be found in houses and markets that can be [right clicked > choose sticker > drag onto helmet] and is missing stickers based on quality (consumed on use). From there it entirely depends on the player's play choice. Finally, Perks. I personally have nothing against the idea if handled properly. It has the capability of making everyone unique/unpredictable and allow for the game to stay fresh. I now turn to fallout (the original) for a reference here. At character generation one could choose from a handful of "perks" that had downsides for each. This essentially trims the fat so to speak, but could also enliven a stale experience by mixing up the format. Project Zomboid also ran with this system, and honestly I am okay with what it does. basically, you could imagine in DayZ something small traded for something else. Examples: Outgoing/Shy - Ratio of proximity speech range versus sneaking sound. e.g. The louder you can yell to others, the more noise you make when you sneak. Tough skin/Immune - Ratio of "punch resistance" to element resistance (sickness/rain) Diurnal/Nocturnal - Ability to see and move around (sluggishness) based on time of day Stash - Emergency (3 sq of anything), Cautious (can store one first aid kit on hip), Dangerous (4 sq of ammo/clips), Reckless (one extra melee equip slot). All have a slight movement/vault speed penalty. Sidearm - Sacrifices melee slot for one pistol slot. Green-thumb - Begin with ability to identify plants/better plant bonus (more hunger for food berries, etc) but all ammo types become unknown, and must be tried in a gun to "learn" that type. Neat-Freak - all clothes take up one slot, but cannot wear ruined clothes (can still use ruined backpacks) I could go on for days. But I actually am interested to see what you all think of any of this.