messageboy
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Everything posted by messageboy
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DOORS - THE KEY TO SOCIETY BUILDING
messageboy replied to Perfectblend's topic in DayZ Mod Suggestions
If this was ever to be added, there will also be a feature where zombies would be able to break open lock doors after enough time. Otherwise there won't ever be locks added to the game, since it will be abused as hell to avoid the zombies. -
please make respawn button less accident prone.
messageboy replied to cbriggs77's topic in DayZ Mod Suggestions
I don't think that rocket can fix this, since I believe it is part of the core of the Arma 2 game, if so then you will have to address it directly to them instead of rocket. -
Nightime, Moonlight and Visual Adjustment to Darkness
messageboy replied to MissBehave's topic in DayZ Mod Suggestions
Quite a good idea and makes sense, still it can't be too bright where light sources become useless during night time, it should only be light enough to see like 5 feet in front of you which then you need a light source. Not sure if this is possible with the game engine, since they might only be able to change the overall brightness of the map and not the radius around the player. -
I believe the current panic feature is not bad, trying to add even more could cause problems to players in term of aiming, in turn causing them to cry more. The kicking out upon death should never be added, this will cause many issues with not only the players but could also cause issues with servers that have high player counts. Finding a headlamp in a area that doesn't seem to have any mines or mining locations seems really unlikely, I am quite sure the map is more of a farming part of the state than the mining. I see no point in making water canteens more common, since you would find soda cans far more commonly in cities or nearby villages, only the remote remote villages would have water canteens being more common.
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My list of suggestions/complaints for Day Z
messageboy replied to ExplosiveBanana's topic in DayZ Mod Suggestions
In 28 dayz later movie, they sprint at full speed like DayZ. Those who escape in the movie have either killed them or just BARELY escaped which does happen in DayZ. -
Make bandits skins a lootable costume like camo and ghillies
messageboy replied to Blippy's topic in DayZ Mod Suggestions
We really should merge all of these similar threads together. -
You seriously going to go through a metal barrel with a hacksaw in your hand? Seriously?
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I would like to point out to others before they post in a rush. The OP doesn't expect this idea to happen any time soon or at all. This thread looks like just a place for us to entertain the idea and put in our thoughts which who knows might get picked up in half a year or a year from now. [ Small Helipad] Allow for some air support/transport from a single helicopter in the village/town/city/whatever it is.
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Hoppers should keep their super senses - walkers should go back to being dull
messageboy replied to NixonsGhost's topic in DayZ Mod Suggestions
This is possible and wouldn't be bad actually, I wouldn't mind getting behind this idea but in the end it is up to rocket and his team. -
ZOMBIE AGGRO RANGE IS TOO DAMN HIGH!
messageboy replied to ZombieGrin's topic in DayZ Mod Suggestions
Indeed, either way. The short story is that him and his clan is too used to the distance knowledge they have of patch 1.7.0 and now can't adapt to 1.7.1.4 aggro distances or don't want to crawl often. Since many people have explained and said that the aggro isn't a problem with them once they have figured out the new distances from infected or crawl through the towns and buildings. I am not saying the aggro is perfect but it isn't broken like people are trying to claim, it just means you have to work harder in a game that is made to be a anti-game. Something made to give you a challenge. -
Possible except that a toolbox wouldn't contain the tool needed to do it, we talking about a toolbox of wrenches, hammers and etc. Not actual power tools themselves most likely. I also think we got enough weapons actually and should look into adding non-weapon stuff for a while.
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I disagree with the zombie skin due to reasons said in many other threads. Still I think it is quite possible to find watches, matches and a rare basic weapon ammo is fine. Only if it is quite rare like 1 out of every 15-20 zombies will have a makarov clip.
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Suggested solution to zombie Aggro and difficulty
messageboy replied to framesh1ft's topic in DayZ Mod Suggestions
You also have to take into account that in real life, we have vehicles and other people and lots of other outside noises interfering with our senses. In dayz there wouldn't be far far less of this, I do think there should be a slight reduction through buildings but not by the large amount that you are saying. I reckon the aggro range is fine, since if you plan to get within 10m of a infected then you should get screwed unless you are shift crawling which then once you are within like 3-5m then you should be screwed. You shouldn't be getting so close to a infected unless you plan to crossbow shoot them. -
Overhaul the Blood/Broken Bone/Pain system.
messageboy replied to ElemenoP's topic in DayZ Mod Suggestions
I would keep the blood to units so that it is more exact, unless you want the blood to display both litres and millilitres which would bulk up the UI. There already is blacking out in the current system but only on really low blood with random chance. A lot of players will cry about the incapacitation, even more so for the lone wolves. I don't think this would be needed. The pain one is unrealistic as it is possible for humans to function during pain far higher than is averagely known, many military train their soldiers to be able to handle higher level of pain and still function. I don't think this should be added and just keep the shaking of the screen. I do think that adding more realistic is great, there is a point of changing or adding things too fast with all at once, with instead should change or add things slowly over time with some of these things. -
There another issue where they will have to physically edit the map that dayz use to add in this city, this could be a major issue with rocket and his team. Still I agree it is something that I would at least like for rocket to consider with his better knowledge of the workings behind the game.
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The thing with backpacks is that they wear and tear, there is no information about how long the infected has been around for, so a backpack that could be worn for 24/7 for a entire week would sooner or later have it's straps broken.
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I would go more for demon's type of zombie for the next step than Smirk, since smirk's seem too left 4 dead or stalker like and might be too much of a zombie change for any time soon. Maybe 3 or 4 generations in the zombie line it could. At least demon's zombie will be less taxing on the server resources.
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The major worry that comes to mind is server resources, since you are talking about npc that sticks around for a location than the infected that are just around each individual player. Also with how the game is coded atm, zombies would be spawning around that city like crazy. It not really a bad idea, it could actually be good for the game but only after dealing with server resources issues, coding issues and then fine tuning the fuck out of the city so that it can't be exploited or abused.
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Infected already carry loot at times, just not often which make sense since the loot would fall off since the infected is twisting and moving. Given enough time almost most loot would have been dropped during the infected long travels. Only the things like watches and matches that would be in pockets or around their arms, even then those could get dragged off by a fence or broken at some point. Something heavy like guns wouldn't last long on a mindless infected, even more so when they suddenly sprint from point a to point b.
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I would only want to be brought back as a clothing option like camo and ghillie. Which was discussed in this thread. http://dayzmod.com/forum/showthread.php?tid=16421
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Similar to this thread. http://dayzmod.com/forum/showthread.php?tid=16629
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There shouldn't be any location where your stash or loot is 100% safe, this could lead to shortening the experience and life of the game for each player. One reason why the game can be enjoyed for weeks, months or even years is due to dying and having to get your loot again. This city could also be abused in multiple ways which some that you have already said.
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Already have a thread, use the search next time. http://dayzmod.com/forum/showthread.php?tid=16573
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New zombie idea/type: Flocking zombies
messageboy replied to Survivor-Kyle's topic in DayZ Mod Suggestions
I don't think so for multiple reasons. One being that many players are questioning how the infected can sense players but not other infected, which the most likely response being that the infected has a special thing in their bodies that allows each infected to ignore each other infected and only target players. Your idea would go against this lore/theory and would lead to many players asking why one infected can be sensed by other infected but still able to sense a player in a group of 50 infected. The other thing is that I am quite sure that having many infected responding to a single one all over the big ass map will drain a lot of server resources and use up more fps, which is bad for a feature that isn't really needed. Players are also crying right now on how hard the infected are at the moment, this will just cause those players to cry even more louder of how hard the game is. It isn't like a bad idea, just so many factors against it really. -
Dynamic loot drop rates dependent on Humanity
messageboy replied to Sonblade (DayZ)'s topic in DayZ Mod Suggestions
Here is a repost of mine from another thread like this. I don't think that any system that gives either side a advantage should be added, I don't mind too much about a way to see what the player has been doing. Adding a disadvantage to bandits and a advantage to survivors due to just a choice of actions, will force the game to have less choice overall. You will basically be limiting the choices that players have by actual force than just what they desire or feel like. It would be the same as basically telling them to play like a friendly survivor if you don't want to be ass raped regardless by the game mechanics. There is a reason why certain classes in rpgs are mostly used, over others in games which is because of the advantages that they have over other classes. This would cause the same thing with there being hardly any bandits due to being forced not to, in turn causing the game to be limited and affecting how different each experience can be each day. Bandits are a part of DayZ with allowing the players to experience many different things each day, you might get days where you are killed often by bandits. On the other hand if there was no bandits at all but friendly survivors, the majority of the players would end up with the best gear quickly or by friendly trades. There would be far less deaths since only the zombies be the threat which is hard to die if you got the best gear and enough ammo, also adding in those now forced friendly survivors to help you. Many of the players will quite quickly in a week or two be at the point, where they got no reason to go looting, exploring or etc. The only thing left is roleplaying with other survivors in made up stories, that won't go well because many people wants to be the lead actor or want it to go their way. Without bandits there would be less tension and fear in the air, since all you have to do is listen out for zombies and don't have to worry about players. You would just be strolling along instead of crawling or keeping a eye out every time for nearby players. With allowing freedom of choice with no disadvantages or penalties, some players can or might become bandits but they might not be the hardcore bandits or the dick bandits. They could become wise bandits that only kill those that are a clear threat or have what they want, otherwise they might just help someone on a limb or protect those who would help them later on. With bandits, there are more deaths therefor you get to experience the game more by having to go looting and gearing up again, cool firefights or events could happen due to a bandit finding you that would otherwise be unable to with lifeless zombies. Eventually there might be bandit groups that actually do hired hits on clans or people for supplies. A group of bandits that hunt other bandits to protect the weak or bandits that try to contain and control the whole of cherno from all outsiders. By enforcing any kind of advantages or disadvantages upon a type of player, could and most likely would limit or get rid of many of these possible events or situations from the game. There will always be dicks in video games, no matter how heavily you enforce the game rules, they will find a way to piss people off. Trying to control bandits, won't get rid of these dicks.