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1 NeutralAbout Mater (DayZ)
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On the Coast
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Male
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Budapest, Hungary
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Same interests then. :D Still,the idea could be fun on hardcore servers after sneaking up on a rooftop-sniper, catching him and throwing him off the apartments. :P
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I kinda like the OP idea and the quoted one but also have some doubts about it. First of all,if you want to consider this idea,Mental Health should get in to the game. As physical health is already an important part of our survival in DayZ, our mental state should be as well. I know this would make the game more complicated,but also more interesting. Trauma factor: You wake up in the middle of nowhere,with nothing but a few clothes. You realize,that everything you had is lost. Your family,your loved ones,your life and your belongings,even your dreams are gone. You are alone (in the beginning) and the only thing you have is your instinct to survive. Such a trauma is surely huge enough for a man/woman to handle. Thats our starting point in the case of Mental Health. Let's be honest, if we want to stay on the ground of realism, any other trauma after this could and would increase the chance of getting ill. Karma: So if you start killing other players just for fun,you are surely going to be a sociopath and eventually loose your mind (= be insane). This state should have its own symptoms,such as the laughing,crying,shaking effects of cannibalism. Ok,if we split the mental health meter to let's say 7 segments,now we have the starting state [zero] and the insane state [-3]. If you start to collect things after spawn,go out looting,hunting,exploring your surroundings, you start to feel ok. [+1] You interact with people,make some friends,do some group playing [not banditing] you get more and more comfortable with your new life. [+2] If you play a "good guy" -i know these two words would lead to another conflict,but let's name them heroes,or whatever- you start to feel somewhat well, or useful. [+3] On the other hand,if you start to hit others with your sledgehammer 5 mins after you spawned and even kill somebody for no reason,you feel bad. [-1] After multiple occasions you behave like this, you will get evil. [-2] Now we have 7 states,each has different side-effects,if has any at all. In my opinion only (-3) should have a permanent one. The other's side-effects should last only for hours. There have been doubts about the way these mental states could be analysed. I think the statistic and achievement system should be enough to work this out. As devs are already planning to bring in some achievement-system, therefor the background of statistic-system is already on its way. These statistics surely will include the "who shot who" facts and let's assume they gonna be well worked out and detailed. As a point-based system,Mental Health states could work as Physical Health works now. With different actions,you get or loose points. The most important part would be killing of course. So a player dies. We should know who shot him and how. Both parameters could be featured as statistics. [assuming server-based calculations] Let's see a 1v1 situation. How long have been the players be on the same server,has been any shots between each other? From this,we could know who shot first. If the first person shooting dies,we can assume it was self-defense on the other players perspective. And so on... As group-mechanics will also get in to the game later,this feature could work. It has a lot to do with,but may worth it. There are some serious problems with that of course. What if you were just shooting a zombie, and a guy jumped out of the house near you and hit you with his axe. How would the system know,who did right or who did wrong. This is not an easy task,but everything is possible,so if there were some brainstorming on the matter,these problems could get worked out. Some would say,that mental health is different at each person and shouldn't be handled as everyone has the same level on that. But hey,every player has the same physical attributes [even female characters], so why would mental attributes be so different? These are my first ideas on the matter. If devs give a go on the suggestion of mental health,more ideas are the better.
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In 1st person,that could work and it would give stealth players some new ground playing the game. [reminds me of the good old times with SplinterCell]
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Crafting tents and painting them [camo] would be very useful! The other day we were raoming with my boys on some persi server and we easily spotted out the shiny blue one on the side of a hill. Ofc we robbed it,but if it were painted to camo,we couldnt even see it. So yeah...
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Totally agree on this! Plus blood stain could lead to the hidden body if the player got heavy bleeding! As blood stains were already suggested in hunting topics,it could be implemented here as well.
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This is a must-have feature! Non-bayonet guns should hit hard with buttstock causing knock-out and the bayonet should cause serious bleeding. ;)
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Jogging would be ok when stuffed, but sprinting should definitely cause vomiting. It's a very good and realistic idea to counter the stuffed state.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
Mater (DayZ) replied to d.walker43's topic in Suggestions
It is a good idea to have a diversity among vehicles as it would be more realistic,but non-crashed cars should be rare and/or hard to get working. Nobody wants this game to be GTAV. Also, american cars,sport cars,heavy military vehicles should be a no-go. As for ideas…cars of course should have a trunk for storage and –for a start- have some basic parts vulnerable,therefor commutable. Locations should correlate with the number and types of vehicles available. For example a small village should have a few bycicles, rarely 1-2 motorbike and a very rare chance of a car. [background: suggesting that after the news of the infection,survivers must have used cars to get out of the dangerzone] Bigger villages/small cities should have multiple bike/motorbike spawns with 2-5 car spawns,all broke. Big cities (Cherno/Electro/Novo) should have multiple bike/motorbike spawns with 5-10 car spawns,from which 1-2 would be working,the rest broke. What i mean by broke is that with time [seeing how rusty most of the cars look like in Chernarus] 1. their batteries should be low or depleted, 2.their tires ruined/flat/have a leak, 3. their electrical circuit damaged,therefor not unable to start the engine and last but not least 4. have an empty fueltank. These are the most common problems with abandoned cars as far as i know. The 1. could be fixed by finding a charged accumulator in supermarkets/barns/petrol stations and simply replace the old one. OR find a rare recharger in garages,use it to recharge the depleted accu and you are ready to go. As with sewing kits,the rechargers should loose condition with every reacharge and be ruined after 3 use or so. Accumulators should spawn mostly half-depleted (worn at least in clothes definitions) or pristine/full with a rare spawn rate. The 2. could be fixed by replacing/pumping/fixing+pumping the problematic tires. [dont forget to have a chance for all 4 tires to be damaged] Replace should be easy by finding tires at fuel-stations or garages,pumping could be done by pumps at fuel-stations or with a bycicle pump,fixing could be done with special glues found in barns/garages/supermakets. Using the vehicle with damaged tires,it would be super-slow. The 3. could be fixed by replacing the circuit with a new one,found in supermarkets. The conditions of all these parts [accumulators/tires/circuits] in vehicles should vary and we can replace them from one another. To put it simple,all the parts should be able to get from other vehicles too. The 4. we are familiar with from the V3S and this thread has a lot of nice ideas for the fuel problem. Bikes should have the same problem with tires, motorbikes should have the same problems as cars,except the battery. Implementing these broken parts should bring some balance between the number of car spawns and the useability of them. Somewhat a lot of cars,but hard to make them work. Car-spawns could be random along roads and in cities,just as heli-crash site or be like static spawn points with different chances. Bigger chance in cities,less in villages, even less on roads. As for the meta-game problem,the parts should NOT be able to change servers. The next step would be customizing your vehicles,like having a separated inventory-part for the upgrades. These upgrades would have different purposes,like storage,defense,offense,etc. I’m ok with this idea as long as it would work as crafting. For example: Hammer+Metal Scrap+Welder = Reinforced armor plates = more durability.