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13 NeutralAbout papajo
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Helicopter Hunter
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Add radios in cars and buildings and radio stations that can broadcast on a certain frequency the voice,sound input of a player operating them (make them glitch from time to time and need fixes by using craftable items in order to make them work again) Also craftable antennas to be able to expand the signal.
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Nope... drybag full capacitated with items inside huntersbackpack its worked for me (I think it was on 0.51 but if not it was on 0.50 for sure.. last time i did it was about when the server updated the version thats why I am not sure)
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Well there will be still danger in the communities/ouposts.. From bandits trying to raid it and from visitors that for some reason want to comit a crime... The clan members could be from various timezones so there would be somone there most of the time.. It would be also nice to hire NPC players (by giving them in exchange valuable goods every certain time period) and place them inside the outpost they would start to hit any player outside the clan that does attack an other player for example or that tries to unlock locked loot. The npcs could be hired if found in various places as survivors (e.g helicopter crashes) you could have to heal them first and then gear them and pay them. then you could give them commands like "follow me" and "guard this area" Every player should be allowed to contract 1 NPC and the NPC should log off when player logs in(or comes near the area of the said NPC)
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Maybe in the far far future :P I tried it out but its toooooooo much pre alpha far worse than dayz and generally i didnt like its graphics controls etc :P I like dayz though :P
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I would like the game to increase the population per server dramatically (atleast 200 players and no its a huge map it wont be overpopulated and with 200 players there will be still huge landscapes in the wood were you rarely see an other contact) and become more "political" Why do I mean more by more political: Give the survivors the necessary tools to organize (build antivechile traps/barrackating abilities) build small walls out of wood or ston and also the abilities to build an outpost. Then a clan for example building a small base could assign policys to who ever enters them (like having people responsible to be "police" like role and gurads etc by paying them in rations or something) having trade shops etc inside (for that to be interesting cities must be hard to live in no just because of the KoS but because of the infected as well they only should server as a hard place you must visit to get stuck upon with loot and bring it back to your base for paying other people or trade etc) Once for example you hire a player to become a police officer you should be able somehow to review his activity (either by having a secretary thingy inside the base were peopel can leave notes etc reporting him and a log were you can see if he killed anybody etc) have lockers with pass codes so that you assign a locker to your emploee were you leave his payment (e.g 3 cans of food every 2 days or what ever deal you made) were he can access it (also make it so that it can be unlockable by bandits etc but not that easy - implementing some sort of improvised/crafted alarm system would also be good) I think that hard to survive Point of interests with good loot while having politics to organise a society is the only way for this game to survive... Because KoSing just for the sake of KoSing (and for some loot that youll loose anyway after an other player KoSes you ) will become boring also killing infected after a while with no other purpose than to kill them so that you have something to do is also boring... Politcs is what will make things interesting (people get involved... there will be corruption eventually due to our human nature.. clans will thrive and decay as the tim passes etc) and having a higher cause always will keep you trying to play more hours and survive etc...
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Its already punishes you (kind of) you can lose energised/hydrated status while keeping stuffed status. and that means that you can eat/drink in the reate you need to do in order to regain the energised/hydrated status back. And that can be a pain in the ass (for example if you have been injured and want to regain health)
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yes there are but its not me :P
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well there was (or is dont know if its still in the standalone) a miniboss kind of zombie in the mod
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https://www.youtube.com/watch?v=sS1wzdlu-WM
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Well guyz I am not sure if you try to contribute to this topic or just trolling... but if you are not trolling then you didnt understand the topic.. its about what your vision is of the final game. more FPS etc is good but its more like a suggestion and not like a description on what do you expect to do within the game when playing in order for it to be interesting enough for you so that you play it for months etc. thats again technicall stuf... What you would like to do ingame though?
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I would like you to add some feedback on this nomatter how bored you are to post etc :P I think it will be a positive thread if people start to make their vision clear on why they would like to keep on playing DayZ To make things more clear... lets assume that the final release is coming next month or somthing but we dont know how exactly it would be but we just have hints (from the descussions here in this forum and from what we know till version .51) What would make you want to play dayz(in terms of gameplay,plot,lure etc) as an everyday game and spend days every week on it for a prolonged timeframe? (not just to pass time here and then when you are bored or paused from playing your "main games" ) I am asking this question because I cant see or imagine anything that could make players keep playing the game like 4 days a week for many hours... (like you would do in games such as skyrim or mmos like wow etc) Ok there will be zombies(or infected the term doesnt really matter for the point of this topic tries to pass) with better AI ways to stealth them,vechicles, more craftable stuff better graphics etc.. But then what? I mean ok say ones just bought the final release game never played it on alpha or beta... he starts as a new spawn... he is hungry thursty and practically naked... He goes into a town finds food water etc. Then he goes to POIs like an airfield etc and gets geared up properly Ok maybe he dies in the process a few times but there will be a time when he succeds in all of the above Then what? sniping at zombies untill his ammo runs out? I mean he is energised etc needs less food now etc and if he needs a bite or something he will find a can of beans or whatever in a village... Kill other players and wait till his dies by one of them? (doesnt this make the game essentially an other version of Arma 3 but with decorative NPCs called the infected? ) So whats is the point of making you play this game for hours? killing the zombies? (and wouldnt that be boring after killing lets say 100 zombies? ) Killing other players? (if you like to play in an open huge map in order to get some military gear and start shoot at other players then why didnt you choose arma as game instead of dayz? ) Essentially what I am asking is what do you think is the lure (or should be in the final release) for playing DayZ seriously and not just like an other passtime game because you got bored from angry birds etc. So what would this element be that makes you sit on there and keep playing it? (missions? maybe campaigns? just be there and eating beans? what? :) ) Thank you for reading this long post here is a potato for you :)
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I dont agree that much with the current system of loot nor with the characters stats on hydration and energy... Its like the game is made for you to either die in a few minutes or if you surpass that fast curve of being hungry and hydrate live for ever except if an other players kills you... And thats because you are dehydrated and hungry in an unrealistic rate and food (especially after the .51 patch) is much less especially in villages etc (so it just an other reason to overpopulate a big town) after though you got that green sign of hydration and energy you sudenly dont need much nuration to keep up. For example when I am hydrated and healthy I roam around the town for quite a few time without even the need to take a zip of water or a bite of food... though newspans need to eat like 3 cans of food to be ok(if they manage to find a screw driver or a kitchen knife because lets face it canopener is more rare than an m4) otherwise they need even more... and plenty of water but ok water is much easier to find (not as loot but there are many ponds and wells) I did die (actually fell unconcious) out of hanger halfway from elektro to berezino HALF WAY as a newspan and one of the times I did die out of hunger I had eaten 2 cans of spagetti (but like about 35% each) simply because my hunger rate increased very fast and i couldnt find any food in remote houses or villages in bettwen I think loot should be like 10 times bigger but respawn in a much bigger timeframe as well (like refreshing it once every month or so). And that you should be able to survive 3 days without water and like 5 to 7 without food (especially if you dont take long jurneys dont get injured etc) And the excessive loot would be exploited as much as one could think because there is only that much a backpack can hold so even if players would like to take like 20 cans of food they wouldnt because either their backpack couldnt hold it or if they have a bigger one they would limit the space for other stuff such as medpacks,injections,maps,compass,pistol and general gear you need to carry... so players would take only what they need and leave the rest of other players. and thats the more realistic way to go I mean you cant go to a supermarket an fin 1 can of food and one orange (and that if you are lucky and the place was not looted) DayZ survivors are supposed to spawn near day zero not like 10 years after that so most of the stuff in supermarkets etc should be there... And also most of the stuff for the same reason should be in good condition. Also worn food should make you sick (or atleast there should be a possibility to get sick) as far as I know no matter how much worn food you eat you are ok no matter what.
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Quick Suggestion - Slightly more realistic clothes! Yay!
papajo replied to MarkAdbass's topic in Suggestions
I think those things will be in the final release dont forget its a prealpha lots of animations and polishing will happen just not in the following months. -
yea right?! :) but I think I must insist on the non loading screen because the entire process must be interactive with the rest of the world like if there is a loading screen means you are transfered to a different "dimention" of the game so to put it simply other players couldnt see you being there... but that wouldnt be nice imo... players should be able to join you in a later point (like friends who happen to spawn/log near the area) or bandits that would like to get inside and kill you or wait for you outside etc.
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What about implementing certain areas (like goverment buildings that were used to experiment on infected, underground military hideouts etc) that would be multiple level structures but have tons of infected inside them (and maybe some new kinds of infected like mutated failed military experiments etc acting like dungeon minibosses) were a single player or a small group of 2 or 3 players couldnt possibly survive inside them but also with very good loot deep inside them (like chemical suits,armor,heavy weapons,explosives lots of ammo, vital medical gear and food/water reserves. etc maybe also an armored vechicle with a machinegun placed on top of it.) So that people wont kill each other on sight frequently as they do now in airfields etc to get some action and gear but rather be encourage to cooperate in getting some basic gear from there and then raid those buildings to get the good stuff. Because only through teamplay this would be possible since as I mentioned 1 or 3 player groups couldnt possible survive this. It should be like an instance/dungeon (I am using those terms to get the idea by other mmos etc) but with no loading screens etc meaning that you should be able to get in and out those places naturally as you could go in any other place/building/town.. the infected should agro you and chase you but withing a certain limit so that they could return again to their original positions eventually (to prevent a player acting like a baid training them outside the dungeon and empty it from infected etc making it easier for other players to get inside) The deeper you get the harder it would be to survive but the better the loot.