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ZombieGrin

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Everything posted by ZombieGrin

  1. ZombieGrin

    Base Defenses ( Document included )

    If this was real we would hear the helicopter or vehicles being stolen and have a chance to wake up and defend it. Unfortunately that is not an option so there has to be ANOTHER way to defend while we are offline. Turrets and electric fences powered by petrol fueled generators would help fix that... It is totally balanced and if you are smart and play well you can counter the turrets and electric fences. Unfortunately everyone who is against this idea are probably bad solo players who wouldnt stand a chance against a well defended player compound. So no wonder so many of these casual bad players say its a bad idea. The turrets would need to be near a generator ( have to find a generator AND a generator in the first place ) both can be shot and damaged to be deactived ( Cannot put them in open areas because they will just get sniped ) and they require constant fuel runs to keep the generator running to power the defenses ( Meaning if you are patient you can cut off supply lines to refuel the generators )... The ideas I suggested are balanced and effective. Not liking this idea without providing any reason other than "I dont like it, this is stupid" sure shows the rest of the community how much you can flex your creativity,
  2. ZombieGrin

    Generators

    http://dayzmod.com/forum/index.php?/topic/21779-base-defenses-document-included/ read
  3. ZombieGrin

    Base Defenses ( Document included )

    I find it funny that you say I do not think outside the box when you fail to realize that if you have a large organized camp... with tents, you probably have at least 1 vehicle nearby. If there is a vehicle nearby then they are going to run over your shit with it or shoot it until it explodes ( and blow up your tents ) or shoot out the tires and hull until its unusable or a hundred other troll things to do. Locks do need to go in for sure but those cannot be the only ways to keep our possessions safe from trolls and bandits.
  4. ZombieGrin

    Base Defenses ( Document included )

    One item worth defending... Helicopters ( which are more rare than any item in the game once working ) and is worth defending and with the games current state it cannot be defended when you are offline. It takes a lot of time to get a Helicopter working again and it takes even more time to find one to fix and use in the first place. You log off and Johnny noob runs up, hops in and flies off to crash it or leave it somewhere for someone else to crash it. In a post apocalyptic world people would be rebuilding a structured lifestyle with a base camp. This concept allows for this to happen.
  5. ZombieGrin

    A roleplay server.

    NEEEEEEEEEERRRRRRRRRRRRDDDDDDDDDDDDDDDDDDDDDD!
  6. ZombieGrin

    DayZ has much to learn

    U mad? Sooooo sad. Have fun in Call of Duty you fucking child the community will NOT miss you.
  7. ZombieGrin

    Base Defenses ( Document included )

    Hiding vehicles is not enough. It is not about losing a vehicle it is about being able to defend your things. Try not to think to hard on this subject please. It is obviously hurting your brain judging by all your typos but let me explain this simply so you might understand. THE POINT IS, IF THERE ARE BASE DEFENSES, BANDITS MUST NOW SIEGE YOUR BASE. THAT MEANS LARGE SIEGE WARFARE BETWEEN SURVIVORS AND BANDITS. IT GIVES A WHOLE NEW PVP TYPE TO THE END GAME. I dont give a damn about losing a vehicle, it's the end game content that base defenses will create that I am interested in.
  8. ZombieGrin

    Base Defenses ( Document included )

    I already said in my original thread do not suggest walls. Why did I say that? ( Go read my very first post and find out ) Walls do NOTHING when people can just toolbox them down without any time/trouble
  9. ZombieGrin

    Base Defenses ( Document included )

    Where did I say prototype weapons laying around in the wilderness? You did not read my design document or you skipped many key elements that I had included to explain WHY there would be such weapons in the game. I said in the design document that the Military Barracks is the only place for the turrets to spawn. Meaning that maybe these weapons were there for military testing before the apocalypse. I love how people form opinions without actually being well informed or educated on a subject. Before you try to reply again, read my design document. And I really mean READ IT. Don't just skip through, see a word you don't like then start posting dumb shit on the forums to talk down about it.
  10. ZombieGrin

    Female Zombies!

    Children zombies and female zombies please. ( children zombies are shorter and harder to hit )
  11. ZombieGrin

    Base Defenses ( Document included )

    If you can land 50 cal sniper shots on the generator or turrets then you can destroy them. So placement of these pieces of equipment in blind spots and hidden from view is also a tactic that needs to be taken into consideration. I know the heli trouble, believe me. And I also found out that heli certainly doesn´t worth the trouble at all (you need skilled pilot, everyone wants to kill you and it runs out of fuel fast like hell). Gear worths the trouble. As I didn´t point out - heli can be great advantage (if those pilot, fuel and other problems are handled). It is superOP in hands of an asshole as well. The idea of turrets is not crazy, it just doesn´t fit well. There are NATO weapons and vehicles, because NATO did this kind of stuff to post-soviet countries (google post-soviet nations and check their armies. 7 of 15 has nato arms but soviet ground vehicles). But lets move on to the logical aspect of the turrets. It is logical you want to defend your property and I get it. But prototype korean turrets in post-war, post-soviet and economically devastated country, just don´t fit. Yeah, they might try them out there but... they would brought like 2-4 of them... chance that they would be still functional would be low. Really low. Every single idiot who has screwdriver and can-do attitude would try to make them work and... probably shortcircuit them. And the gameplay aspect might get disbalanced. Imagine some asshole putting this turret somewhere, where lot lf people travells, and deploying e turret is possible. Just to gain kills and beans. That´s right, if turrets would be added to game, you might end up hating your own idea. And exploits? Well... server hoppers will rape them. They grt the idea of turret, find it, serverhop to safe distance with 50 cal or dmr, pew-pew-pew, profit. I am not opposing you. I want you to see also the negatives, and to reconsider other barricade options. There are people who like your idea, and there are people who don´t like your idea. Best way to make them like your idea (and not force them into it) is to imagine their position. Why don´t they like it? Just to give you some thoughts - this game is kind of MMO simulation and the universe assumes, that everyone is asshole. And stoping assholes from ruining your fun is impossible task. You give here turrets and you end up killing lost survivors in the best case scenario, and t he worst case... you just make a huge "here is something interesting" sign in form of turret that emits sound and fires at horrible accuracy. So I still believe in guerrila warfare - traps, camouflage and ton of luck. Did you read my post about how turrets would function? You said that people would put them on the bean coast or high traffic areas for griefing which leads me to believe you havent actually read the post all the way through or if you did you missed some very key elements. Turrets need to be near a generator, generators need fuel ( which constantly drains as things are linked to the generator. The more items connected to the generator the faster it draings ) That being said turrets would have a fairly good range to counter the server hoppers if they are placed in decent locations. Putting one in the middle of the airfield obviously isnt a good spot. But putting one in a blind spot around a corner that is obscured from view from other angles is a perfect example of how they would be effective. I wrote my design document with negatives in mind which is why I have many, many counters to each idea I posted. A well thought out design document doesn't just point out one side of the story and that is why there are strengths, weaknesses and obvious holes that can be exploited in the base defenses. It would just take tactics and strategy. Walls do NOTHING. NOTHING. Let me say that again. NOTHING! Here is an experiment. Give me 1 tool box and I will give you 10000000 wire fence kits and tank traps. Without a gun and without help I will break through the defences given enough time. That is why there needs to be ways to KILL people who are attempting to breach your perimeter while you are not there to shoot them yourself. If you are suggestiong walls then you are not thinking about how easy it is to remove tank traps and wire fencing kits or how easy it is to just server hop. General Patton once said that "Fixed fortifications are monuments to man's stupidity." The reason he said this is because you can surround it, choke it's supplies and the men inside will fall because of it. This tactic is one of many that could be used to conquer a fortified location. Or how about staking out at the gas locations to prevent any fuel runs? The possibilities are endless. I have NO DOUBT in my mind what so ever that if the defenses I propose were added, that they would be a game changing advancement for those who take the game seriously and those who are casual or goof off gamers won't suffer any penalties because of them.
  12. ZombieGrin

    Turning in doorways

    Ever tried to turn around in a doorway or strafe through it? Ya that needs to get fixxed. Right now if you try to turn or strafe through a doorway you cannot (in most situations). Now I do not know if this is "Working as intended" but it sure is annoying and I would like to see an update where we can turn around or strafe while in a doorway or tight quartered section without having to back up the way I came just so I can turn around.
  13. Agreed. QQ more about Bandits. It makes it that much more satisfying when we kill you and hide your body with all your loot on it just because you're a whiner and it was fun to kill you.
  14. ZombieGrin

    Base Defenses ( Document included )

    totally an acceptable idea. A noise of some sort though is required so players know of its exsistence before walking into a death trap. Good suggestion
  15. ZombieGrin

    Base Defenses ( Document included )

    If you can land 50 cal sniper shots on the generator or turrets then you can destroy them. So placement of these pieces of equipment in blind spots and hidden from view is also a tactic that needs to be taken into consideration.
  16. ZombieGrin

    Show who killed you

  17. LTC Frostback X/O GUID(b6c0685e5d26dbe25ca1fac8bea7d9f1) Server this happened on: Seattle 36 Time that it happened including your timezone: 19:26:25 Pacific What happened during the incident: He stole a vehicle, I intercepted it and shot the tires out and he disconnected. Rejoined and attempted to drive off again and I shot the tires out more. He got out of the vehicle and I shot him and he disconnected while bleeding. *BANNED BY ADMIN* He then went to a different server, healed and attempted to reconnect to the server again to steal vehicle again.
  18. Read my post on base defenses. Might help with the settlement idea and countering the server hoppers. http://dayzmod.com/forum/showthread.php?tid=25451
  19. ZombieGrin

    Separating ammunition from magazines

    The ammo crate idea sounds like the right direction' date=' potentially a technical workaround, what I have in mind though is that ammunition are separate entities, so that you could find 3 9mm with 2 .223 in a drawer, and magazines would be separate objects too.. so you'd have to right click to reload magazines one round at a time, you could load it full, or you could load only 3 rounds if that's all time's allowed you for.. would also be great for things such as 12 gauge shotguns with tube magazines, where I can stack my gun with buck shots, but load the occasional slug to take someone out who's far away before going back to a tube full of bucks. [/quote'] If you read my design document that is exactly what I said. Clips remain after all ammunition is expended from them and it is up to you to find ammo from other clips or ammo boxes to reload your clips. Read the design documents I have written they are pretty detailed over this concept
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