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Everything posted by Xianyu
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[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu posted a topic in DayZ Mod Suggestions
No one likes ghosting. Nobody anywhere. Well, except the people who abuse it. In short, 'ghosting' is logging out of a server, moving to a position behind where your target is, and then logging back in and killing them. It's a really garbage, exploitive move that takes advantage of the hive system and is the reason I play solely on private hives. Nobody likes it. But I have a simple solution to curb the first type of ghosting: IE. Logging out, going to another server, moving, and then returning to the original server in a new position. The simple fix is that if you voluntarily leave a server by pressing the 'quit' button in the menu, you are locked out of that specific server for ten minutes. I can already hear the arguments against it, and they go something like this: But what if I want to go do something and have to log out? It can still be abused by closing the game without using the quit button! First rebuke: It's ten goddamn minutes. If you need to log out of a server for some reason, then chances are it'll take you more than ten minutes. Go get a drink. Go take a piss. Listen to two songs. Ten minutes gone. It's nothing. It's just not long enough of a time period to get up in arms about. Second rebuke: Yes, you could close the game without hitting the 'quit' button by closing the entire program. You could probably macro a key to do that for you. It's probably not that damn hard. But to 'ghost', the person would have to quit that server, without using the cancel button, log into another server, move, and then return to the original server so that he could be behind his target. He would kill his target, most likely. But he would also be deliberately circumventing anti-ghosting measures. And that would be something that I think would earn him the ire of game moderaters. Simply put, they would be cheating, and it would be within the full rights of the DayZ team to ban such a person if he did it repeatedly. The other concern I can see being raised is 'well it'll harm people who get disconnections!'. Which it can't. The suggestion is to have the 10 minute problem only if you leave voluntarily. It can't 'accidentally' catch an innocent unless said innocent 'accidentally' enters another server after 'accidentally' crashing his game and then he 'accidentally' logs in behind his target. Yes, people can still ghost with this system. I'm not going to explain how but it's not too difficult to noodle it all out. This suggestion just curbs the most common form of 'ghosting'. So, no complex tracking system. No new mechanics. Just lock someone out of a server for a mere ten minutes if they voluntarily leave it. You can't trigger it by disconnecting if your net sucks. And you can't 'accidentally' ghost. And it gives game moderaters the quite clear evidence of intent to game the system by any user abusing this. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
Because that's COMPLICATED. There's an old saying 'locks only keep out honest people'. No matter what system you create, it's going to be able to be gamed. Someone will find a way around it. Locking someone out of a server for ten minutes after they voluntarily leave it 'criminalises' ghosting. This is the same basic premise as putting a lock on your door. Sure, someone with a crowbar can break your door the fuck down. Someone can pick the lock. But anything they do leaves clear evidence that they were willfully violating the rules of the game, or, in this analogy, 'breaking the law', meaning that the mods, IE: the police, have clear evidence of intent to break the rules/law and can throw them in jail/ban them. With this system not in place people can argue against a ban. They can make up bullshit excuses. But with this system in place, a mod can say 'so your game crashed, you logged into another server, moved a hundred metres, logged back in to the other server and killed the guy you were fighting? Right. *BAN*' This is a suggestion for a simple stopgap. Locks only keep out honest people. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
Did you even read the OP? Go back and read it. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
I... yes. That's kinda true. But it would also limit on joining your friends in select circumstances. Not enough to actually be a problem, but enough for server-hoppers to latch on to and screech 'THIS WON'T WORK!' so that it doesn't go through. It makes a whole fucking heap of sense, though. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
I considered 5 minutes, but... between the server-hopping needed, five minutes wouldn't even be noticed by most ghosters. Also, I get kicked all the time for 'high ping', because I live in what must be the worst place in the WORLD for getting ping to anywhere. 350MS to america. Baseline. Maybe 300 on a good day. I regularly get kicked out of Australian servers in the same state. -
Dear Rocket and his team, no private hives, please.
Xianyu replied to Dekkymane's topic in DayZ Mod General Discussion
Obviously, no one here has ever had to deal with the insane amount of server hoppers and garbage ghosting PRICKS that infested the main hive during its hey-day. Back before private hives, everyone was a server hopper. There was no point to going into the barracks because someone would magically appear out of the air behind you as you go in. I've had someone hop-in INSIDE the barracks I was in and just straight murder me with an AS50. I've had people server-hop to get behind me in places. I've seen server-hoppers dropping in and out of every single high-value spot for nearly every goddamn servers. Churchs, fire stations, the military spots. It's complete garbage. When I scope out a place on a private hive, I KNOW it's clear. I know I can go and loot the tents at Stary and watch the horizon for targets. I don't need to check each and every single goddamn tent each fucking second I'm there just in case some server-hopping little bitch decides to log in to my server. I hate the pussification of DayZ. I can't stand the '10,000 vehicles start with DMR' BULLSHIT that is infesting this game. But I also hate the main hive. I hate it with a passion. It breaks the immersion of the game completely and gives the game to the server-hoppers in its entirety. No military area is 'ripe for the picking' because it's already been server-hopped to death. No base is fortified because people can log in behind the walls. No area is safe, no matter how long you look at it because someone can just magically appear in it. Fuck, even the goddamn deer stands get server-hopped to death. It's just garbage. So yeah, fuck the 10,000 vehicle servers, and fuck the people who enjoy them. They've already killed the mod entirely. But private hives are the best thing to happen to this game. And I will never, ever choose a hive server over a private hive. -
I haven't seen enough of the infection levels in the current DayZ to really speak on them (as I have stopped playing DayPvP while waiting for the standalone). But as far as I can understand, the infection hits you, you lose blood every second or so, and that's about it. I have been 'infected' in DayZ 1.7.7 I believe, before zombies could infect you with their hits. So it was basically just a cold. But me and my friend ran from Starry down to Cherno to loot a hospital and get antibiotics... and then to Elektro after that when my friend accidentally deleted the biotics he was picking up. Point was: I was sick, and ran across country, on a night server. No fucks given. My suggestion is that the infection should have different levels, not just in the amount of blood it takes, but the effect it has on your character. Stage 1 is starting to get infected, no problemo bro. Stage 2 you start to lose blood, and lose the ability to sprint and running becomes difficult. Stage 3 you lose blood faster and you can no longer run. Period. Stage 4 you are delirious and unconscious and can only be healed by a friendly with antibiotics. The stages aint nothing new. Probably been suggested before, even. But I'm also going to suggest that laying prone, sitting down in front of a fire, or just in general waiting halt the progress of the infection largely. As well as hydration and hunger levels playing a part in slowing it down. This would encourage teamwork on an entirely new level. If you're infected, your best chance is to sit tight and wait for your friends to help you. If you're a lone wolf, then your best bet is to hightail it for the nearest hospital and hope there are antibiotics there. Obviously, one of the first things you think is 'people will just log out'. Which is why I'm also suggesting that from stage 2 onwards, logging out and then logging back in on ANY server that your character is connected with causes the infection to accelerate massively. This will kind of help people not log out, and would stop them from running to the nearest hospital and server-scumming to find antibiotics. And for the people who complain about this removing the idea of the lone wolf? It doesn't stop you from being a lone wolf at all. Just carry antibiotics. Can't find any? Find a friend then. Yes, this idea would basically force your character to sit still for a protracted period of time if you get infected. And while I understand that no one really wants to sit still in a videogame... it is realistic, neh? You want the best chance of surviving an infection? Then your best bet is rest, staying hydrated, and not stumbling around in the forest in your skivvies looking for some pills. And this would largely apply to those people who get hit a lot by zombies (myself included in the high end spectrum of that scale seeing as I die more from zombies than other players), and don't come prepared. No more jaunts in the forest without antibiotics! And for those that hit stage 3 of the infection and don't have antibiotics, friends, and no chance of getting to a hospital in time? Well, that pistol would be starting to look mighty friendly about that point, wouldn't it? And for the inevitable 'this will make the game too hard' argument, I have only this to say: I don't particularly remember that the DayZ experience was supposed to be easy, forgiving, or fair.
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Item damage in Dayz SA looks dumb...
Xianyu replied to scaramoosh's topic in DayZ Mod General Discussion
Oh yeah man, something got damage in an unrelated area in an UNRELEASED ALPHA GAME VERSION. I hate, hate, hate the whole 'it's an ALPHA' or the 'It's a BETA' argument that people use as a blanket-argument against anything that needs fixing, but seriously. It's a fucking alpha. -
So what do you do on a new server with a friend? You spawn, you end up on the other end of the coast to eachother, figure out where you are, and run for fifteen minutes straight to meet up in the middle of nowhere. I don't know if this has been suggested before (the search function leads me to beleive it hasn't), but I'm suggesting a 'group spawn' mechanic for the standalone. Basically, you create a 'group' prior to spawning. Up to four people. And then you spawn in. The entire group spawns within 100 or so metres of eachother on the beach. Presto, you have your group together and ready to go. Now, of course, there will be counter-arguments. 'It's not realistic'. Except it could totally be. You're washing up on the beach. Who's to say that you were alone in the ocean where you got capisized/whatever? You could have been with your mates. Which is why they're all strewn along the same beach. Furthermore, it's a game. And this is more of a convenience feature. Not everyone has unlimited time to play DayZ and spawning in with your friends when you're both making new characters would get rid of that 'where the fuck am I? Where the fuck are YOU?' stage of gameplay that, I kid you not, has taken up an entire length of playtime for me before. I have found my friend, and then literally laid down next to him so that we can both log off. Because life happens. 'It can be used to exploit'. Okay. Find me one exploit in this system. You don't start with a gun. So you can't just overwhelm someone with numbers straight off the bat. You don't choose your starting point, so you can't get somewhere quickly. All of you drop at a random location, as per the usual spawn mechanics. Again, you don't choose your starting point. So even if someone is waiting with a backpack full of guns for you, or even a tent filled with them, you still don't have a set starting point. It's luck of the draw. And it spawns you together. Meaning that people have to be dead already to group up to spawn together. There are basically no exploits. DayZ is a team-based game. Blood bags. Vehicles. etc etc etc. Everything is better in a team. Better safety, better offense. Better gameplay. But the whole 'where the fuck are you?' phase takes way, way too long. I'm all for making the game harder and more brutal. But an inconvenient spawning system is just... inconvenient. It's not hard in any way. Just tedious. Sure, if your friend dies, and you don't, he should have to hump it to get to your position. But when you first spawn on a server? And hell, it could probably even be made that if you die from combat with another player, you get locked out of 'group spawning' for however many minutes.
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Does anyone even remember vanilla DayZ at this point? It seems the only thing left is alternate maps with 400+ vehicles, 20 helicopters, extra weapon spawns, start with hatchet and knife, a pistol, bandages, food and water. When I think of DayZ, that's what I'm starting to think of. Those garbage, watered-down servers built for casual gamers. The worst kind of casual gamers. I have nothing against casual gamers, but I sure have a chip on my shoulder for them ever since they started invading DayZ. They've watered down the entire experience, completely. Servers that operate in a 'vanilla' state are largely ignored now. They're left in favour of these casual servers with quick thrills and cheap action. Dare I say 'CoD serves'. The entire point of a DayZ encounter is that it's risky. You've spent days collecting all that junk you're carrying. You've killed zombies and people for that gear. You've run clear across the map to get all that stuff. You're attached to it, it's yours. Nowadays, when you die, you just ran through Elektro and looted all the bodies. So your character has no worth. Survival is a joke. You're not fighting the elements and the zombies. You're not surviving the world. You're surviving whatever CoD player looking for cheap thrills is shooting at you. The metagame has become the biggest obstacle to survival. When was the last time any of you crept on your stomach through a zombie-infested field towards a house, praying that there would be a makarov in there? When was the last time that you heard a footstep too ordered and quick to be a zombie and just about shit your pants? When was the last time you heard gunfire in the distance and ran away from it because you didn't want to lose your gear? But don't worry. You've got 400 vehicles, 20 helicopters, 24/7 daylight, and donation weapons to keep you happy with the CoD-servers. The standalone cannot come soon enough.
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Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
I honestly feel that it can't, at this point. maybe if it was released back when Rocket said it would be. At the end of last year. But now? The community is at least 80% 'cheap thrills' players who will only play the standalone just to deathmatch. Maybe they'll all be strangled by the difficulty, but by that point, it'll be too late, and the standalone will be a deathmatch-fest just like the current iteration of DayZ. These people got the mod to deathmatch, and they'll get the standalone to deathmatch, too. And part of what made vanilla DayZ so tense and spine-tingling was that when you met another survivor, you didn't know what he was going to do. Nowadays, you already know. He's going to shoot you. Even if he's on 1000 blood, has a makarov, and you have an M4, offering to blood bag him, he will still shoot you. -
I know people are already frothing at the mouth and screaming for my blood just for suggesting making the whole 'jogging simulator' aspect even more so. But hear me out. Right now, characters run at an artificially-raised speed of like 19 kilometres per hour. That's marathon-runner speed levels. While carrying fully kit/backpack. It's simply unrealistic. But the 'unrealistic' is not the hinging point of this argument. It can take under half an hour to make it from Cherno to Elektro. That's running speed. Never slowing down. Never tiring. You run in, you run out. Maybe you can't sprint if zombies get close. Waaaah. But it also 'speeds up' DayZ itself with artificially high long-distance running times. Zombies are a threat when they can outrun the player. So right now? Never. Just run through the trees, zig zag some. Eventually they'll lose interest and leave you alone. But what if we had a lower running speed and an actual sprint button independant of running? For a start, let's assume that zombies can sprint, too. You run from point A, to point B. Full-tilt. Don't stop. Run into a building to start looting like a good little survivor. And then you get spotted by a zombie. This zombie has been ambling around the area for ages. He's well-rested, foaming at the mouth looking for your blood, and most importantly, he can sprint. You, on the other hand, just ran eight miles through forest, up and down hills, wasted no time in entering the building, and are now fairly exhausted, and more than a little fucked. You try to sprint, you run slow, like the floor is made of bread dough. Mr Zombie, however, has none of these problems, sprint-tackles you, and proceeds to eat your goddamn face. Now measure that against a more cautious approach. You run over land, same pace as before. But you stop in the treeline and observe the spot you want to loot for a few minutes. Your character recovers stamina. You run into the building, you loot, you get seen by the zombie. But then you sprint away. You outrun the zombie because you're not completely exhausted from all that running. And yes, this specific trait is already visible in the arma 2 mod, but not at any real tangible level. I've never considered preserving my spint ability for outrunning zombies. Now, if zombies ran slightly faster than people on a normal, non-sprint basis, because they aren't weighed down by a heavy pack... Slowing down running speed would also have other effects. Running from Cherno to the northwest airfield will no longer be a trip but a journey. Food and water supplies, while lasting the same time, will not last the same distance. You will no longer think of a journey to another town as a short trip, but rather, a carefully-planned voyage. You will need to watch your water supplies, your food stocks. A few tins of beans and a canteen of water won't get you from one corner of the map to the other. You won't be able to afford to avoid certain loot spots because you 'have enough' food and water to get anywhere you want to. When you die, it won't be a case of running into a building, picking up a few tins of soda and some crisps and running back to where you died. Each trip will require a certain amount of planning. A journey to the north west airfield might very well want you to leave that extra weapon behind because you just might need those extra cans of soda. And by extension, lowering the running speed will make the world feel larger. For instance, running from Cherno to Elektro? Absolutely nothing. SWIMMING to an island? 'Someone please just kill me now because this is taking so goddamn long.' Those water holes you see on the map and ignore for the most part? They'll become an invaluable resource. Travelled by survivors and haunted by bandits. There will be no more 'running through Elektro', because you'll need that sprint to get away from zombies. Slowing down the player will slow down the game, which in turns, makes it more methodical and less 'run and run and run'. Not to mention that vehicles will easily double in value if the player runs slower. Hell, even a bicycle would become valuable. I dislike jogging simulation as much as the next person. But I think having 'realistic' running and sprinting in DayZ would make it a lot more than deep than it is now.
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Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
I'm not talking about the majority. I'm talking about the core demographic. There are literally hundreds of games that cater to casual gamers. From CoD, to BF, to MoH, to any of the MMOFPSs out there. Nearly all shooter games pander to the casual gamers. And then one game comes along to try and pander to the hardcore gaming minority. And now it is watered-down casual garbage. Sure, it won't see 'super huge epic success' catering to the hardcore gamers, but jesus christ. How many games ALREADY cater to them? -
Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
One of my friends actually quit playing after an encounter with combat-loggers at the barracks :lol: He literally could not handle the tension of the situation. He just stopped playing because it was too tense. -
Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
I always play in a pair. Those first NVGs we got? We lost them. Hard. The first night, we were crawling through pitch-black darkness to loot Starry Sobor. My friend had the NVGs and the silenced weapons, I had the AS50. He was my guide, I was jogging behind him with a green chemlight. We ended up coming across three bandits at Starry. All of them had NVGs. My friend mistakenly thought that one of the bandits he came and sat next to was ME (he even admitted later that it was a STUPID STUPID thing to do considering I was literally blind). And so he got shot in the face and died. I was on the hill overlooking starry with an AS50, in the pitch black. No NVGs. Nothing. I was so new at the game that the thought of combat-logging didn't even occur to me. In my mind, I was TRAPPED. I laid there in the darkness for a full three minutes expecting to get shot in the face by one of the bandits. Nothing happened. So, after I got sick of waiting, I said 'fuck it', and stood up and starting throwing flares. I got to my third throw when someone took me down with a silenced M4. I will never experience another cold-sweat moment of fear like that. And not just because of the casualisation of the game, either. Because I now know the 'log off' exploit. There will never again be that feeling of being utterly 'trapped'. -
Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
If you don't have the time to dedicate to finding gear then don't play the fucking game. This game is not for you. It's that simple. There are countless 'zombie survival' games/mods out there now that all have the same premise. Get good gear. Shoot zombies. Shoot players. Whatever. I'm sure CoD zombies would be more your style than this. The entire fact is that the experience of DayZ is spending days finding your loot. I remember playing with a new friend. I spawned way on the west. At whatever town it was. He spawn-scummed to get to me. While I was waiting, I went scrounging for items to pick up. While I was in there, someone, a spawn-camper, came into town to kill me. My friend came up behind him and popped him in the head with a full mag of his makarov (yes, this was when you spawned with guns). The guy had an ALICE pack full of items. A pair of NVGs, silenced M4, an AS50, silenced M9, rangefinder, everything. That was the single biggest windfall we'd ever had. Ever. That was insane. Why? Because finding those items on their own would have taken us WEEKS. When I got hold of my first pair of NVGs, I stopped playing the game for a week because I was scared of losing them. That is what DayZ is. And that is what you are clearly unfit to participate in. I'm not being snobbish, I'm not being elitist. If you don't have the time to play DayZ, then that's a giant warning sign that you probably shouldn't play DayZ! Play something else that has instant gratification! CoD, BF3, Wasteland mod, and now, because 80% of the community is comprised of people like you who think that DayZ should be dummed and watered down to suit casual gameplay, DAYZ private servers! \o/ Congratulations on proving the entire point of my original post with yours. -
Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
Actually no, this is more like 'DayZ is so watered down now man, we, like, used to have it cool back when you had to actually had to search for weapons'. Though, as I said before. If you think that what we have now is really DayZ, then, and I mean this in the kindest sense possible, kill yourself. -
Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
I guess the point that didn't come across clearly in my OP was this: DayZ is about the deathmatch now. Not just because the servers are all deathmatch orientated for cheap thrills, not just because the community is leaning that way now, but a combination of both. And most of all, new players get DayZ because of the deathmatch. We're nearing 2 millions unique players. I'm willing to bet that the last 700,000 have been attracted to the deathmatch properties. They got the mod because they saw videos, documentation, etc etc that leads them to beleive that DayZ is a game about killing other players. And while that does hold true in some parts of DayZ, when new players are getting the game, they're getting it to deathmatch. Not to survive zombies. But to deathmatch. And this mentality I fear, will bleed over into the standalone. Heavily. Not because the community is leaning towards 'deathmatch', but because people are getting into DayZ specifically to deathmatch. They're going to play the standalone to deathmatch, as well, because they think it'll be more the same. I only hope that the standalone is brutally impossible, and weeds out all the casual deathmatchers. The DayZ mod is basically a lost cause. No matter what servers you make, the instant gratification of 'high loot' servers will always be there, right alongside the harder, less desirable ones. It's a failing of human nature to want to take the easy road out and get instant gratification, and want to play with others. Combine those two facts, and you've got a mass exodus to the deathmatching servers. I just fear for the future of DayZ as a survival game. Even in the standalone. Just allowing people to mod servers and change server values will lead to the same trend as in the DayZ mod. An exodus to the 'easier' servers with instant gratification eventually leading to the 'true' servers being lost along the way for the most part. And lets make no bones about it. 90% of the servers running right now are not even close to what DayZ was meant to be. And if you truly think they are, then you probably should find a different game. :| -
Why not.... Have the tent relocated to a different area of the map, randomly, upon death? His supplies don't disappear. They're just... gone. Everything he stockpiled is no longer there, and it adds random loot mechanics. Sure, it doesn't make any SENSE at all, but it does stop someone from going back to their tent the moment they die, while giving his hard-fought loot to someone else as a kind of windfall.
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Does anyone even remember what DayZ is?
Xianyu replied to Xianyu's topic in DayZ Mod General Discussion
This is exactly what I mean. It's not a case of individuals being unable to find vanilla servers to play on, but rather the entire mentality of the community has gone over to run-n-gun. Why bother with a vanilla server when you can have instant gratification at your disposal? -
I actually see tents as a way of countering the 'deathmatch' style of the game. Sure, they can be used for evil, by stockpiling really good weapons, deathmatching, and just going back and getting more weapons to do it all over again. But what no one ever talks about is the fact that having a tent there encourages you to keep moving and keep searching. If you find good loot, you can stash it in your tent. Compare that to not having a tent. Why keep searching? If you find a new weapon, you have to drop your old one. Forever. You can't stockpile food or drinks. You can't stockpile car parts and whatnot for if you find a vehicle. Basically, you can just... continue to exist. And that line of thinking leads to 'welp, I've done all I can, might as well go shoot some people'.
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So, Rocket says that things can be damaged in the standalone. Shoot someone in the head, and their NVG's might get damaged. The question is... what kinds of damage are we talking about here? Can I theoretically shoot the gun out of a bandit's hands if I have good enough aim? Can I fire a sniper round into his AK and make the AK unusable, thereby rendering the bandit effectively disarmed? Will explosions cause damage to objects? Personally, I'd like to see the 'hide body' mechanic completely removed. I might make a suggestion for that in the suggestion forum. BUT, if it was, it'd be nice to put a grenade on the body and completely destroy any equipment on him. Or fire several rounds of gunfire into the body to make sure that most everything left there is rendered useless. And if items are damaged, there has to be a point where they're 'broken', otherwise what's the point of damage in the first place? So if something gets broken... can it be repaired? I can't find this information anywhere.
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So, I've seen booby traps suggested in a few threads, but nothing comprehensive or really coherent. Just 'put bomb in can!' or 'dig pit and put spikes!' For the standalone, I'm thinking homemade deterrents, not just 'booby traps'. I'm not talking about spike pits or IEDs by the roadside, but rather, simple 'traps' that you would expect to find in post-apocalyptia. Think more 'fallout' than 'anarchist's cookbook'. The kind of traps that are mitigated by careful observation rather than luck, meaning that exploration takes on a hint of careful finesse rather than 'sprint to that building, shoot the zombies AND SEARCH EVERYTHING IMMEDIATELY!' Cans on a string draped over a door so that pushing it open causes them to rattle. This has the advantage of attractive zombies and alerting nearby players with the sound of the cans. The way to counteract this would be to open the door slowly, rather than using the context action to just shove it open. A grenade clasped in a slightly-ajar doorway with the pin removed and spoon held by the door itself. This would require a visual inspection to spot (or the fact that the door is slightly ajar to begin with). Also attracts zombies. No easy way to defuse, and even if you get the grenade in your hand you still have to throw it somewhere and blow it up or just... carry it around in your hand forever. Simple line of cans. Also attracts zombies. Step over these/go around. Some kind of system to drop a lit flare when the 'trap' is activated. Not dangerous at all, but provides a very bright light that would be very visible at night time. 'String based' explosive traps. Always popular since someone figured out you could have a string arm/set off an explosive when someone opens a door. The trick to opening this door is to open is slightly, and look for the string, and cut it. The same could be done for traps that use sound as a means of attracting zombies. For instance, just setting down one of those 'canned air' alarm klaxons so that if the door is opened too far, it hits the button on the top, and every zombie within 600 metres is now chewing on the intruders face. Even a simple 'pressure switch' attached to a shotgun shell with some kind of arming system. No actual shotgun, just the shell. Designed to punch a hole through the door and through a hasty intruder. I'm suggesting these traps mainly as door stoppers. Traps designed with simplicity in mind, using simple tools and practises to deter the 'smash and grab' nature of gameplay. No more sprinting into buildings to avoid zombies and picking them off as they run through doors. No more throwing a door open and looking at the floor for a trap. All of these traps would have to be context-sensitive. They go on the back of doors. And since they're contextual, they'll always be the same. People will start to learn, by trial and error, what a trapped door is. Open it slightly, looking for the strings. Open it enough to slip through, check the back for any traps. Move inside, look around, loot. It won't be a 'game of chance' where any door you open can kill you. It'll be the careless and uninitiated that get blown away. Or those that are being chased by zombies and don't have time to check a door before barelling through it. It'll feel 'authentic', because you can bet, if the world goes to hell, those that survive will most definitely do this. They'll have string traps set up with shotguns and satchel charges, no less. Nothing crazy stupid. Just avoidable traps that can be attached to doors, to slow us down even further in our never-ending search for loot. Death lurks around every corner and every door, and that is no more true for the hasty and the uncaring. I think DayZ should punish players for being careless and hasty (not to say that I'm not one of those people). Not to mention that there will be a certain sadistic thrill the first time you watch a hapless noob blow himself up on your trap by opening a door without carefully inspecting it. So looting would come down to picking a good building you think might be safe, inspecting the doors, peeking in the windows to make sure that the door has no visible traps on it, and then carefully making your way inside. Compare that to looting now. Also, if traps persist after server rests, certain 'worlds' would become just littered with traps, in much the same way as certain servers had barbed wire stretched across the entrance of every goddamn building in the city. This would make that specific world feel distinct and 'old'. Newer servers would feel like just after the start of the infection, before the entire world goes crazy and the old coots go insane and start stringing traps everywhere. "Hey man, wanna go on America 79?" "Are you fucking nuts? There's traps on every building!" New players wounldn't last long on these servers, while more experienced players would be more adept at avoiding/disarming traps and not have such a problem with them. Question is... would bandits want to hunt the more experienced players with likely better gear? Or would they stick to servers where the pickings are easier? Vote for traps for a better Chernarus!
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I don't see why not. They already do that with tents. Perhaps if it isn't 'used' after a certain amount of time, it just decays. Just like a real improvised trap like that would after a while.
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This is just a poll for the upcoming patch, which will 'rob' everyone of 'long range' snipers. Namely, the AS50 and the M107. I'm thinking that the L119 sniper rifle would be a good replacement for them on the interim. Simply replace the AS50 and the M107 with a single L119 spawn of super rare chance. It's a 5-round, bolt action sniper rifle that can be zeroed ridiculously far. It fires a .338 and would carry more damage to targets at the view distance (IIRC 1000 metres). I'm marking it as an 'interim' choice as I don't think it's native to the area and by being 'interim' it means 'not permanent'. So, vote for the '50's' if you think it should stay the same (which most of you will, as it is such a crutch for so many of you, don't even try to argue). Vote for the L119 if you want them replaced when the patch drops. Vote for 'none' if you think the 50's should be removed and not replaced with anything. I chose the L119 because it's long-range, bolt action (can't be used at close range) and most importantly, is already in the game. If there's overwhelming support from the community for it, maybe we can get it added in this patch, or the next?