Jonny Sniper
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Everything posted by Jonny Sniper
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Help me understand the butthurt over PK'ing, Bandits, PvP, killers, etc.
Jonny Sniper replied to ElemenoP's topic in DayZ Mod General Discussion
Nicely done Sir, nicely done. -
ZedsDeadBaby's Ideas & Suggestions
Jonny Sniper replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
+1 Nice ideas, this game needs identfication. -
{Foxfall}, an upper echelon organization.
Jonny Sniper replied to {Foxfall} Grimm's topic in DayZ Mod General Discussion
Hi Guys, im still here like. But im without internet for the next week as i am moving flat. I'll get in touch as soon as i can. -
Worst possible "date" ever...I don't even... FML (serios)
Jonny Sniper replied to Merszowszczyzna's topic in DayZ Mod Gallery
That is the funniest thing i have read. EVER. -
If I were a Bandit [Raider]
Jonny Sniper replied to CharlieDarwin's topic in DayZ Mod General Discussion
...LoL... -
Your first unprovoked murder?
Jonny Sniper replied to critanium's topic in DayZ Mod General Discussion
ARGH, just now... Why oh why did he have to be at the castle. I didn't want to kill you, but you would have killed me. We could have been friends... -
Me and a friend were discussing the possibility of adding NPCs to the mod, I've searched the forum for any similiar posts, which do exist but don't seem to have been given much response or credibility. If this is because of an engine limitation then ignore everything below... I'm just thinking out loud. So... 1) Adding NPCs to the game both on the outskirts of towns (Perhaps held up in buildings) and in the wilderness (Maybe roaming hunters?). I tend to feel far to safe in the wilderness through the lack of zombies. This could mean... A) Possible low/high yield loot from different npcs. Different types would yield different loot. B) Friendly and Aggresive, some would attack, others avoid, others seek help. C) Could possibly reduce the amount of PK from bored players/bandits with high loot who want to avoid heavily populated areas. D) If the outfit was kept the same then players would have to detect if the NPC was a player or not. People would probably tend to shoot an AI without asking questions rather than another player. 2) I realise this is stretching things a bit far, but hear me out. I've been having a break from dayz to play the vanilla arma2. Which i am enjoying greatly, i have just "mastered" so to speak the command/communication function, the one which allows you to send commands to your team. I was wondering whether or not an NPC could be bound to a player, if you come across a friendly one at all. The AI may still be pants, but it could mean the difference between life and death. A) Extra storage space, put things in their backpacks. B) Bait/distraction/meat shield. (Perhaps a bandit won't be able to tell the difference between a player and AI) C) Commanding already a function within the arma 2 engine. 3) Ok, last point. I apologise for the wall of text. If by some miracle, the game allowed NPCs as such, then perhaps a small safe zone could be established protected by high geared AI. Where survivors could meet and trade. A) If a shot was fired in or near the safe zone, the AI would target the player who fired the shot and kill them. B) The NPC "Protectors" would yield no gear to reduce the chance of them being murdered for said gear. C) There is the ever present argument as to whether or not this game is too pvp/pve or not. Let pvp still take place as it does, regularly out of fun, fear or stupidity, but have a safe zone for people who don't want that. Appease both sides. D) Suggestion: There could be scripted horde attacks on/around the safe area, meaning that it would be a safe haven, but it would be somewhat difficult to reach. Again, sorry for the wall of text. Let me know what you think. EDIT: Some people say that the game is too pvp right now and others' claim that it is fine.(I'm not going to take sides for the fear that shit will hit the preverbial fan) Whether you believe the mod should return to its survivalist roots is up to you. But both sides must agree that this is PARTLY because zombies are little threat to an experienced player, they get gear, get bored, get shooting survivors. This means in order for the game to evolve, it must become harder and more ruthless to survive, which in turn sharpens the learning curve for new players. So i'm thinking the "safe zone" idea might give new players a place to meet up. I forsee that in the future of this game, it will be very hard to solo, meeting up might be a necessity.
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{Foxfall}, an upper echelon organization.
Jonny Sniper replied to {Foxfall} Grimm's topic in DayZ Mod General Discussion
Good to hear' date=' we are trying to get our European squad running along with our North America group and sync up when there's a good time table. [/quote'] That sounds good Grimm, I'm on your steam friend list under the same name. -
{Foxfall}, an upper echelon organization.
Jonny Sniper replied to {Foxfall} Grimm's topic in DayZ Mod General Discussion
Enjoyed playing with the euro guys. Doin' again sometime soon. -
{Foxfall}, an upper echelon organization.
Jonny Sniper replied to {Foxfall} Grimm's topic in DayZ Mod General Discussion
There seems to be loads of "Grimm"s and "palface"s on Steam. Any chance you guys can add me? Steam ID: jonnysniper91 Edit: Never mind, i found you.