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stray cat

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About stray cat

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    On the Coast
  1. stray cat

    Nametags + Reputation System Proof of concept

    I think you are completely wrong on all of this: 1. The game already restricts gameplay to shoot on sight or regret it. And the game does exactly that, punishing you for being not hostile to other players. Adding negative consequences to shooting everyone you see is the only way to break this. And what are you talking about ethics? go meet players anywhere inland and the usual greeting is bullets whizzing by. 2. Making zombies harder to force working together will not work. I would just wait and shoot the other guys after we take down the zombies and we collected all the loot. Either because I want their stuff or to prevent them doing it. The system I propose has no karma, because karma is an illdefined mess. The system allows for a simple measure that will accurately gauge how dangerous you are to other people by a simple average. And more importantly, how helpful you are. You can all claim waht you want, helping others does not pay off, because they can never tell who you are (no identification). And it is not worth the risk risking all your stuff to help people, because if you help 20 people and number 20 shoots you it will ruin your hours or days of gathering with very little risk for the attacker. Killing on sight carries very little risk and a high reward, while not doing that or even attempting to help people carries all the risks and no reward. And if we compare it to real life as the nametag hating people like to do. In real life you would be able to recognize a face. You would eventually seek out people to be with and you would have some inhibitions to kill on sight because being alone will cause depression and insanity aftwer some time. There is nothing polarizing about "proud warrior" because you made up a title that has no defined meaning. "proud warrior" is the same as "asshole that shoots on sight" depending on who you ask.
  2. The images in the gallery contain the explanations for the system. https://imgur.com/a/fPXQY
  3. stray cat

    Add animal spawns near Petrovka

    If this map is accurate: http://www.dayztv.com/wp-content/uploads/2015/03/dayz-wild-animals-spawn-points-dayz-standalone.jpg Why are there no animal spawns in near petrovka? That town has the most wide open farmland looking areas of the game. It looks like the wildife spawn system is so ghetto that it can only be used with circular areas and developers were not able to fit in a trigger without touching the map border.
  4. Can we get an option to adjust the volume of the equipment and breathing sounds that the own character makes? It is savagely irritating to hear the own breathing sounds this loud in first-person. And the clicking sound when carrying a primary weapon. In Real life one could phase out to these sounds and not be so annoyed by it. The environment sounds of the wind or other ambient noise is acually pleasant to hear.But the breathing and clicking is so intrusive. If it is a game balance issue, other players can still be able to hear other players breathing and clicking at full volume, but the own sounds should be possible to be lowered. It is the primary reason for me I can not play in first person.
  5. Some things I would like to suggest about the apartment buildings. They are very inconvenient places to loot, because: - They are in fps intensive areas - They require a lot of staircases to climb - Many rooms to check - Bad loot density per room The first will hopefully be fixed as the game develops. The next two are trade-offs for looting a large buildings However the last one is a real problem. From my observation, there is almost never more than one item per room. Which means to check 20 loot spots in the building, one has to check 20 rooms. In comparison to that, most regular smaller buildings in the game have 10+ loot spots in the same room, which allows one to check more loot spots in a shorter time. This leaves the apartments with all the negative trade-offs of a large building but with none of the rewards for taking the time to check them. The suggestion would be that each room in an apartment building should have the same loot spot density like a room of a small building. After all, if one tall apartment block with 12 stories covers living space for 12 small houses, then it should offer the same loot density. Because now they are just majestic looking scenery pieces.
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