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Mor (DayZ)

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Everything posted by Mor (DayZ)

  1. Mor (DayZ)

    Arm fatigue

    You mean something comparable to the holding your breath mechanics?
  2. Mor (DayZ)

    Zombie immunity upon spawning

    +1 as long as its only during the "lag" between loading into the server and loading on client. Although IMO this (and the teleporting zombie the OP mentioned) are bugs, that should be addressed when the whole server redesign is complete, without any need fro special protections.
  3. Mor (DayZ)

    Bambi inventory

    I agree with CJFlint, we can use some more verity in player starting gear. With that said, it should be low level cosmetic gear (so we don't devalue anything) and customize able through your profile. I think that most of us will appreciate a little more personal touches there. While theoretically everything is place holder during alpha, if you haven't been to the wiki, I suggest you take a quick look there, I think Dayz clothing line is pretty mature and while it may not had a final polish pass, most of it certainly appear far beyond mare place holder..
  4. Mor (DayZ)

    Varying degrees of quality

    I don't know, I think that Dayz could do with more verity in its inventory before they start thinking on spending time on adding "cosmetic" variant to each item like quality can-openers..
  5. Mor (DayZ)

    Fuel Source Depletion And Alternative Fuel Sources (Server Uptime)

    If you bring up mythbusters, then it worth noting that they did an episode where they tested moonshine, as fuel source and it worked ~fine all cars including new model with a "CPU" (engine control unit)
  6. Mor (DayZ)

    A new approach to the bandits and heros situation

    I am not sure how your system will fix anything.. What you want todo is instead of marking bandits and thus placing them in a disadvantage in PVP interactions, simply place them in a disadvantage on the server side. Ignoring the logic behind it, the problem with all those system has always been with arbitrary rules: 1.) It will also put others in disadvantage like those who act in self defense. 2/3. ) Bandits could easily use a verity of methods to make themselves in game saints and avoid the consequences. 4.) Having bandits attract more zombies, fall of walls etc is just as unrealistic and maybe a little prejudice
  7. Mor (DayZ)

    Fuel Source Depletion And Alternative Fuel Sources (Server Uptime)

    Its a good idea, but I am not sure about the implementation. It seems silly to me that fuel will be the only finite resource in the game (guns/bullets nope, fresh oranges nope etc). Also it sound wrong that we would be able to dry out at gas station that hold at least 25tons of fuel, to be replaced with ultimate replenish-able fuel source, THE COOKING OIL... ( Announcer: now available for free at your local quicky-mart for the zombie-apoclypse season, please come again ) In H1Z1 you can grow corn and produced ethanol, which IMO it would be a better complimentary mechanic.
  8. +1 to the idea. With exception of this: The way dayz mechanic work, you have to get wet for you heat comfort to drop and your temperature slowly follow. Hence the only way this can work is if you use the bottle to soak up your cloth.
  9. Mor (DayZ)

    Restoring Faith Project

    IMHO Kill on Sight is sometimes a code name for killed unaware and most people PvP because its (a) more exciting, you don't get an adrenaline rush by planting tomatoes ( B ) currently there isn't a lot todo beside that. So while your project is admirable its biggest value is in giving you something todo, and entertainment. Its not the first time people here and declared new goal\projects for their gameplay ...
  10. Mor (DayZ)

    Smoke Grenade or tear gas

    Any thought as to how tear gas can be implemented? Because if its will add some post processing effect, it could be easily abused. Probably after they update the render.
  11. Mor (DayZ)

    tyres popping device

    +1 sounds like a great idea and an exciting gameplay opportunity, however, I must caution that those traps will be as effective as claymores i.e. most drivers will never see it coming. Hence if this trap would be craft-able or in anyway common, it could be easily abused i.e. trolls could use the plentiful useless junk to booby trap all roads, as result all vehicles will be used as land rovers (with Dayz physics\Vehicles as we seen todate its viable) which will dampen the mood for me.
  12. Mor (DayZ)

    Kicking,Stomping And Cutting Branches

    I don't think you do... Again I am not commenting on how buggy the system is, but that its current design is very poor, something that even after bug fixing wont change... because even if they addressed most of the common complaints about melee, it will still be run in circles twitch hitter.
  13. Mor (DayZ)

    Kicking,Stomping And Cutting Branches

    ^ By fix I didn't mean fix bugs, but do whatever it takes to make it less of silly twitch system.
  14. Mor (DayZ)

    Kicking,Stomping And Cutting Branches

    I don't know about roundhouse kicks, something tell me it will be a hitbox nightmare in pvp. But otherwise I like the idea of being able to use your feet to break branches and it might be nice for melee purposes. Although i'd prefer they fixed pretty much everything else about melee before hand.
  15. Mor (DayZ)

    Not to much military loot

    ^ simple: patient zero, element of surprise, initial panic and ill equipped disorganized security forces due to civil war that torn the country apart.. - its plausible with 28 days later Hollywood sparkles.
  16. Mor (DayZ)

    Not to much military loot

    ^ this one of those things that never made sense to me. iirc Dayz virus isn't airborne, so I can't imagine how an infected horde can swarm over modern military force... sure it might overwhelm the local forces, but eventually a perimeter will be established and there is nothing a brainless horde can do against artillery, planes, bullets etc..
  17. Or more realistically, deepen the trust issues and increase KoS, which is what we can see today. If the suggestion were about adding more military equipment, would you also advocate it because it might encourage "cooperation if only to defend against banditry" :rolleyes: Going by what we already have as of 0.51 and possible new (leaked) items, no one can carry all tools by himself (I doubt that two people with best carrying capacity can) hence every player already have to prioritize what he needs most and depend on others, especially if they want to start up some bigger projects. - this by it self will encourage cooperation. While your suggestion to make common tools more rare, isn't realistic as they should be available almost everywhere in rural\industrial areas, will only increase the amount of junk and weapons that will spawn there and per my reason in the previous post encourage PvP KoS type of gameplay. I have no problem with that. Like I said some tasks might need adjusting, but to me the idea of making tools less accessible is the linchpin that ruin or your suggestion. With that said, here few examples of what I liked: 1. "repairing items should not be a simple drag&drop actions but require some materials and a little bit of time for the actual repairs" - I think that focus should be on the more material part, higher grade civilian/military equipment should require more material to fix i.e. fixing a mountain backpack will require more attention then T-shirt. This both realistic and might discourage people jumping into combat at every opportunity. 2. "resources and food in particular should be much rarer" - With "new" system food and water is one of the things that most do not stock, it is also the most important resource to keep yourself healthy and healing, hence it will encourage bandits to rely on alternative means of acquiring food like hunting. ... What I don't agree with is: 1. tools should be made more rare - per reason above. 2. tools should be made more durable - this seems like a way to eliminate the need to scavenge for tools and the danger it entails.
  18. I don't think that there is place for "maybe"s in discussions about gameplay mechanics e.g. lets un-nerf sniper rifles, maybe then we get a breed of tougher civilians too... Currently there are three survival mechanics scavenging, banditry and "gathering". The later include hunting\fishing\farming\etc all which are dependent on tools. Hence my reasoning, if you make tools more scarce, it will impact gameplay in a negative way, making banditry the most efficient way to play, which the opposite of what the OP is looking for. IMO as long as they keep adding functions to tools, and make them all valuable, they don't need to change anything. We already have enough tools so that most player can't have it all unless they are playing in a team and share.. EDIT: With that said I also agree that some aspects like tomato growing times need some balancing.
  19. I agree. Although IMO the problem is lack of "end game" prospect. Its the same ol' story once people fully kitted, they get bored and go kill bambis; What else are we to do? maintaining your gear, sound like farmvile time filler; And while few will RP, most will KOS anyone who has so much as a can opener. As for your suggestions: Don't you think that making civilian task harder, will only make banditry more attractive and encourage the phenomena? Because I don't see how making tools rare will reduce the incentive for people to Kill on sight... as oppose to marking your as mobile high chance loot drop.. Furthermore most people will prefer the adrenalin rush of combat\hostage situation, over hours of farming\maintaining their gear, and you ensure that its best way on time\gain scale ... To sum it up, while I agree with your sentiment, we can only benefit from increased player cooperation and player economy is good way to achieve it, but with server hopping and our low/random pop servers I don't how it can be done :/ Personally, I find the increase difficulty trick to be rater cheap way of adding challenge, like those games that add more hit-points instead of adding more capabilities\scenarios\better AI..
  20. Mor (DayZ)

    Mortar!

    You are right, I am assuming just that, but I am open to the possibility. Can you show me a single interface in either Dayz or Arma that wasn't ..uhm.. "streamlined"? If the wanted such detail, don't you think we would be able to drive a stick? Also its my understanding that the current menu interface is soon going to be replaced with visual one(drag and drop only).IIRC at least one of the online maps has has an heightmap overlay and can measure distances between two points, so if mortar will be useful in-game I am betting on someone making an app sooner then later.You might not plan it as a Micheal Bay movie, but that the script that I am reading. We have very small servers\encounters, so can't imagine a scenario in which it would fit well, except for those who want to wage clan wars, massive PvP deathmatches, or some good ol' trolling.This what I have in mind when I think of post-apocalypse This what I think of when you speak about mortars, RPGs and the like in Dayz:
  21. Mor (DayZ)

    World War II era gun emplacements

    Some historical sights might be a nice touch and add some verity to the landscape. For example going by Arma2 lore, the mountain east of chernogorsk across the bay, used to be warning post against pirates raids in medieval times and now used as tourist site. There is nothing there, but it would be nice there was, it doesn't have to have loot just something to encourage\reward exploration. Looks nice. Personally, I think that every kind of detail adds and it doesn't have to be WW2 tank, simple play grounds will do.
  22. Mor (DayZ)

    Mortar!

    Then you completely failed to comprehend what I said. a. it will never be delivered with as complex handling mechanics. b. it will soon be used by every kid with steam overlay and the like. c. it will be used as an excuse to bring other heavy weapons, like rpgs that require no skill other than point and shoot. Bottom line its an overpowered weapon, with a lot of potential for abuse (that IMHO doesn't fit well with our tiny server encounters), which will not be offset by that suggestion and only open the door for more heavy weapons for, turning it into a death match.
  23. Mor (DayZ)

    Mortar!

    Every once in a while you got some older player, who thinks that the way to introduce overpowered weapons with huge potential for abuse is making it too hard to use, assuming that only he and few other people will be able to handle it. However, even in arma you never see such complexity outside of mods, and Dayz isn't a military tactical shooter. Whatever complexity will be added, will be supplemented the next day with an app on steam overlay that does every calculation for you and cheat sheets with thumbnail rules and common target info. Also once you add one heavy weapon, there will be request for many others, which are often of the common shoot and forget verity.
  24. Mor (DayZ)

    Mortar!

    So plant a tent on low pop server, fill it with mortar rounds and car nearby. When called to action drive the armaments to the location and ghost to where the action is and trolololu. I am not sure that mortars is necessary for Dayz, where engagement never have more then few people on each sides. IMHO grenades are enough firepower.
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