OnionOfShame
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Everything posted by OnionOfShame
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Basically, they're saying that BI should fund volunteers to seek out and have the power to ban cheaters in-game.
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Uhh, that was my post...lol. Still, good idea. In general masks shouldn't be so hard to come by. Edit: saw his reply, disregard my first sentence.
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Hello fellow survivors, I have an idea regarding masks. As many of you know, currently in experimental (and soon in stable) it is possible to create an armband from a standard rag. This made me think, shouldn't we be able to make a face mask in the same way? A rag is essentially the same thing as a bandana, and untied bandanas can even be used for a rag's primary purpose (to bandage wounds). It would be cool if we could make and dye our own face masks rather than having to find them. In real life I think that not wearing a mask would more often be a matter of preference for the wearer than the inability to find a mask. On a semi-related note, shouldn't the preexisting masks be more common? Maybe not the gas mask. But bandanas are just a piece of patterned cloth. These should be extremely common. And for respirators, emergency facilities (police/fire stations, hospitals, etc) often keep huge supplies of them on hand in real life. Realistically we should be finding boxes of them in half of the emergency facilities we search.
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Your writing is a bit...confusing. What I'm gathering for your idea is that the game should automatically detect what is in your line of sight and what isn't, and only render objects in your line of sight to reduce performance costs? If that's what your saying then this isn't really a viable suggestion for DayZ. As far as I know rendering like that simply isn't how game engines work.
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A decent idea but I see some flaws with it...for example how does it decide which direction to move you? If I log out in the woods 1km away from the NWAF I don't want to log back in standing in the middle of the runway and get sniped before I even have control of my character.
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I still have no idea why this cannot be understood. Where is it indicated that a massive stash is the result of having a single shotgun? So, if I said the following sentence:You could scrap that car, but it would probably be more logical to keep it together so it can be driven (unless you already have a better car). Does this sentence indicate that keeping the specific car means that you already have a better car? No, not in any way. It clearly means that using the car would generally be more constructive than scrapping it, but you might as well scrap it if the car that you already have functions more adequately. Is this so difficult to understand? This is the same exact sentence as the one that apparently caused this confusion , with the subject switched to cars rather than guns. Honestly if someone can't understand simple English language grammar and sentence structure then I don't know what to tell them here. Damn. Never thought I'd be debating semantics for no real reason on the DayZ suggestion forum. Feel free to argue back if you really feel the need to, but I'm out of this thread for good after this reply is posted. Bye.
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Yeah, I would keep on with the conversation but obviously there's really no point...if the rest if you want to waste your time trying to converse with this guy feel free but I can guarantee it won't get anywhere.
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Not sure if you're agreeing with me or not?The definition you posted (I assume since you bolded it you are focusing on the "deep mental involvement aspect") agrees with my statement that immersion is feeling the actual emotions, thoughts, etc. that you would feel in the situation. Correct me if I'm wrong but that definition does not say that you have to see everything from a character's eyes for a game to be immersive. Maybe looking at your character's back is immersion-breaking for you. But as I stated above, that's actually more immersive to me, and I know many others who would agree. If you actually read my post without the skew your 1PP-elitism put on it then you would understand that. Not all people find the same things immersive. Also if you read my post you would see that I have played in 1PP very often, but as I said, it's just not as fun for me. I also mentioned that I disliked the ability to look over walls, but that is currently being worked on by the developers. Could you explain to me what DayZ will be then? I was under the impression that it was a full sandbox MMO-tactical shooter immersive survival horror game. Does it say first-person in there? I never said that wall-peeking should stay in-game, and I've never seen anyone actually defend it. If you're just going to spew 1PP-elitist BS rather than actaully replying then I guess there's no point in trying to carry on a conversation.
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I'm completely aware that you never suggested this for looting. My original reply to your post states clearly in the third sentence that this is the purpose I have seen it suggested for elsewhere on the forum (actual quote: "Let's say you use it while looting to guard your back, as I have seen suggested before on these forums."). I honestly don't understand why you can't comprehend the concept that I adressed something not directly stated in your original post.Why on earth would they add a trap like that to DayZ? The point of DayZ has always been that if you're careful and skillful you can come out on top and basically do whatever you want. If they added a trap that cannot be avoided/bypassed/disarmed in any way then it would completely go against one of the core components of DayZ's gameplay. You have a compleyely impenetrable fortress which does not belong in a game like this. I didn't say anything indicating that having a shotgun gives you a massive stash. I clearly said that a player wielding a shotgun is more efficient than rigging it up as a trap, so this is how it should be used. Again, sorry you can't grasp simple concepts like that. I'm not "hating on idea's", in fact I wasn't even responding with hostility until you did. This is a suggestions board on a forum. Discussing the pros and cons of proposed ideas is the point of it. If you can't take criticism to your ideas then maybe you shouldn't be posting them somewhere designed as a place for ideas to recieve criticism. And the fact that you mentioned the "long-windedness" of my posts combined with the brevity of your own posts definitely indicates to me that you haven't actally read mine, instead only skimming them because you have too short an attention span. Ah, suggesting I learn how to read. Looks like this thread is turning into a person throwing childish personal attacks around because they can't differentiate between criticism of one's self and one's ideas. I guess we can just agree to disagree on this topic then. Have a good day (if you even read this far).
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Did you read my post? I did address your idea for base defense. I included the bit about self-defense while looting because I have seen this exact concept suggested on these forums before, usually mentioning it's use to watch ones back while looting (which you would understand if you read my post).Yes, you could disarm a bear trap. Buy you could disarm the shotgun trap you have described here just as easily. Invalid argument. Unless of course you're suggesting a trap that completely blocks access and cannot be disarmed from the outside, in which case I'm 100% against this idea. Your point about the grenade does make sense though, maybe just don't put anything near the door so you don't risk it blowing up. Not sure where you got the idea of having a shotgun meaning you have a massive stash. I said that it would make more sense to have a person use the shotgun than rigging it up as a trap, but of course if you and your friends already have guns then the shotgun would be extra. But honestly shotguns are amazing. If you're used to using the double barrel you can make accurate shots at very long ranges. One time I took out a zombie at ~250 meters...overall shotguns are underrated and underused by late-game players.
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Personally I'm 100% against this idea. Playing in first person can be very problematic for some people, even if they don't exploit it to look over walls. Personally I can't play 1PP for more than 30 minutes without getting a headache/nausea, even with head bob and FOV adjusted...just too twitchy I guess. And there are some people that wouldn't be able to use it due to actual medical reasons. We shouldn't block people who cannot or do not want to play 1PP from playing the game outright. In what way is this not debatable? Clearly you rarely (if ever) have played on a 3PP server if you're arguing that immersion cannot exist on them. Immersion is being deeply engaged in the world, feeling the real emotions and thoughts that you would experience if you were really there - not necessarily looking through your character's eyes. To me 3PP is actually more immersive (when you don't exploit it to look over walls) because you can actually see your character's condition, how they're dressed, body position, where they're bleeding from, etc. In real life you could feel that, but you can't in 1PP without a small amount of effort (and of course headaches from nothing are not immersive, but I'd imagine that's not an issue with everyone).
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
OnionOfShame replied to alexeistukov's topic in Suggestions
How about the FN SCAR-H? The FN SCAR-H is a select-fire battle rifle manufactured by FN Herstal. It is chambered in 7.62x51mm NATO, which is already confirmed to be coming to the game with the FN FAL eventually. The weapon was developed for use by US SOCOM military forces. It comes in two main variants, long-barrel (for accuracy in long range engagements) and short-barrel (for maneuverability in close-range engagements). It can accept a wide variety of attachments such as rail optics (i.e. M4 optics), rail accessories (flashlight, bipod, etc.), and a sound suppressor. -
This is not really a bug, more of an engine limitation which will be overcome eventually. I actually made a post about this (and some related topics) here http://forums.dayzgame.com/index.php?/topic/224776-changes-to-the-reloading-system/
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Ehh...I mean it's a cool idea, but honestly unnecessary in my opinion. Ultimately it's kind of inefficient. Let's say you use it while looting to guard your back, as I have seen suggested before on these forums. You're going to carry in an extra full-sized gun and take the time to rig it up to discharge when the door opens? So you're wasting space for valuable loot by bringing it with you and in most buildings you could actually loot the entire thing in the time it takes you to set the trap up. Or the other use of it, to guard your base. This would make a bit more sense but still kind of pointless in my opinion. Of course you could rig a gun up to the door, but you're kind of wasting a gun that you or a friend could be using (unless you have a massive stash anyways), and there are other traps that would be both more viable and more versatile. Instead of a shotgun, why not put a tripwire with a grenade, or a bear trap for that matter? TL;DR interesting concept but pointless in my opinion.
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Hmm...sounds a bit out of place for DayZ to me, but I think the devs could definitely make it work if they put enough effort into it. IMO what would be better is just having some animals that will attack you. Obviously we have bears and wolves coming eventually, but it would be nice to have some of the preexisting animals act more aggressively (for example in real life, a boar is more likely to ignore you until you get close then charge at you than it is to run away when it sees you >500m out like it does in-game).
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Soft skill - Crafting and re-using ammo.
OnionOfShame replied to Julianwop (DayZ)'s topic in Suggestions
95% of people couldn't do this. But you're forgetting that our survivors are not ordinary people by a long stretch. There is no human being on the world that would be able to fire a gun accurately at long ranges the first time they picked one up, especially a high-caliber and/or automatic weapon. The same with cleaning a weapon, or skinning an animal, tanning leather, repairing a car, running long distances etc. Even seemingly simple things like sewing to repair clothes would be difficult for some people at first. And if you're talking about everyone in the world, only about 50% if people in the world know how to drive a car. By your logic shouldn't only half of our characters know how to drive? -
How many of these AI in W3 are there simultaneously? I'm not really into the franchise so I haven't researched it much but I highly doubt there are over 1000 fully active at a single time. And again, W3 doesn't have the multiplayer connection aspect of the situation to deal with.
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This is a good idea, but personally I'd prefer something a bit more simple, such as this: LMB: Primary attack RMB: Secondary attack LMB+RMB: Block Of course different weapons would have different attacks. For unarmed it would be a standard punch and a push, for an axe it would be a standard swing and an overhead strike with the side of the head (to knock people out), for a pitchfork it would be a thrust and a push, etc, etc. This way each Melee weapon has its regular attack plus some form of unique utility, and the system is still fairly simple.
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This would be very cool if it could be implemented, but personally I doubt it can happen. As explained above Witcher 3 and DayZ are completely different animals. Witcher 3 doesn't have to load a 230 square kilometer map in its entirety plus over a thousand AI while having up to 50 players connected. Would it be cool? He'll yes. Will it happen? No, at least not in the near future.
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Agreed. While the focus of DayZ content should be on player interaction, more unique/dynamic world features could greatly improve the experience, either solo or multiplayer. Things like a crashed grocery store supply truck outside some random minor town would be cool. Imagine:You see it while running through the wilderness, and tell your crew, so they bring a pickup truck from your base. When you break the door open, you fond that the truck's security system is still active, and a loud alarm begins to sound. You and one squadmate decide to hastily move the goods into your truck while the rest of the squad fends off the incoming hordes of zombies. One of your squadmates goes down from gunfire; another squad has heard the alarm and plans to take the canned goods for themselves. An intense zombie-overrun firefight ensues... (I actually made a thread about this here http://forums.dayzgame.com/index.php?/topic/224671-potential-new-dynamic-events-for-dayz/ )
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Why make a new thread instead of editing the original post?
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I agree completely. I'd like to see hip holsters for pistols, as well as the ability to wear two chest holsters simultaneously, and to hold small non-Pistol weapons (sawn-off IZH-43/IZH-18/Mosin/eventually Blaze 95/other future sawn weapons, Longhorn, etc.). Going off on a bit of a tangent here but I think we really need more "harness/holster/belt"-type clothing items. I'd like a belt to carry my hatchet, machete, skinning knife, and sidearm on, as this would look badass and be more realistic. It would make more sense than the magic floating machetes on our backs, and just storing it in a backpack (if not stored carefully it could easily cut or damage the bag), which are the two options we have now.
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I agree with your points here. However, I think the improvised digging stick doesn't make sense. Not sure if you've tried, but I doubt a sharpened stick would be any better than just using your hands. Instead, what if we could build an improvised hoe from an improvised knife and an Ashwood stick? Or maybe an improvised shovel if we put in some more work and sharpened a larger rock.
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not being able to log out in high populated areas
OnionOfShame replied to valtsuh's topic in Suggestions
This would prevent combat logging as it would simply not be possible to combat log. However, I don't like the idea. It would just make it more inconvenient. What happens when you go to log off, and there just happens to be a player near you you don't even know about? It tells you, and you have an unfair advantage. How does the game determine whether players are friendly or hostile, or can you not log off near friends? Or what if you actually really need to log off quickly, and you can't because there happens to be someone nearby? TLDR it would cause more problems than it would fix. -
Something that would be pretty cool would be using ropes to climb up or rapell down rocks and buildings. That way we could get on top of any building, making combat more dynamic.