Cinc
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I dont really like this idea. I mean, im not sure about what the situation with cars is in russia, but if i had to assume in real life there would be fully functioning cars (admittedly out of or low on gas) lying all over the place. Especially considering zombies dont realistically have the brains to blow up any of the hundreds of car husks we see lying all over the place. I think this manual thing is just adding in another complication to a step that dosent even NEED to be complicated. Honestly, cars should be common place, not worshipped as gods.
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... 2 above are idiots. Just ignore them. Also, i dont think its that new zombies are spawning right on top of others, i think its that the sound of the guns has been dramatically scaled up. Once, when i was above a town walking away, a zombie started chasing me. So i just turned around and shot him with my AKM. Immediately, the entire town started running up the hill at me. I dont think its any problem with spawning, its more likely that the amount of noise a gun makes has been improved. Dont use an assault rifle in a city/town, period.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Cinc replied to Time Glitch's topic in DayZ Mod Suggestions
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I agree with everytihng you said, just not the skills thing. Let me explain. Rocket has said that "if your skilled in real life, your character should be skilled to" not exact quote, but close enough. A suggestion i found along these lines is wind. In real life, if you shoot a bullet out of a sniper rifle, wind and plenty of other things mess up your aim. Its not as simple as get the crosshair on the guy. Some more ideas along this line is, rather then a % chance of burning meat, if you insert correct ingredients into a pot over a fire at the correct time, that food gives a buff in some way because it well made, perhaps more blood? Also, in a video interview, not sure which one, rocket has said that he thinks the solution to the bandit problem is to add more end-game features, but that there working on fixing up bugs and exploits currently and will get to bigger projects later, like adding in end game objectives.
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Cinc started following Vehicle Spawns
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I think this is a good idea, especcially if its less "insert 10 scrap metal, 4 tires, 2 engine parts, and 2 fuel tank parts = *insert random car modle here*" What if you could, instead, design a custom car? Lets say i gather the parts (or scavenge it off of one of the random husks, probaly an easier starting point) to build a car chasis (i certainly spelled that wrong, but you get the point). After that, i simply put on wheels, an engine, a drivers seat, and a small wall around the rest of the car, and walla, i have a car. But i label the massive amount of open space as inventory space, or make it that some other way. The end result of this is a car with a sheer masssive carrying capacity. Or perhaps i build a small car, with nothing but the base essentials on it, so ill be able to zip around chernarus at massive speeds. Or perhaps a heavily armored car, maybe with a gun on it, and plenty of spare seats. I dont honestly need to say what we'll use that one for. In short, this is an extremely interesting idea. I can definetely see the situation with my last car getting out of hand, but it would definetely give a good end game objective for people.
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I like the idea. I mean, even in the worst case scenarios, its only going to be a easily removable form of barbed wire. Not many ways this could go wrong, especially if its rather rare.
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i like it, but i think there was already a post about this
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The major problem i see with this is it lackes any way to encourage team construction in the first place. In DayZ today, there are plenty of people who would be fully willing to team up with the guy they hear shooting on the other side of the city. But what if that guys not as friendly? This would simply make the current situation worse, as the lone guy trying to scavenge supplies and survive would suddenly get mauled by 5 guys with a tank. This is a zombie survival sim, not a team deathmatch, and i really think alot of people need to remember that.
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i know rocket mentioned a while ago something about inserting colored armbands for this kindof stuff.
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ya..., no The most important thing here is that in order to stop the bandit problem, we need to stop suggesting stupid punishments which hit the innocent almost more then the bandits, and instead encourage teamwork. A.K.A. postitive reinforcment rather then negative. Rocket has already said he wont punish bandits, so we may as well stop pushing for him to do so.
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No. Currently, if someone with a hatchet stumbles upon a bandit with a sniper, the bandit is still going to take you down before you take him down. However, if you have a pistol, and the bandit dosent find you first, he's screwed. But if you throw this body armour into the game, the diffrence between the guy that just raided NW airfield and the guy scavenging for equipment in cherno will become insurmountable. In short, insert this and all noobs are even more utterly screwed then before.
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I kind of thought through this, and i came up with 2 scenarios. First ill describe what will will be the initial ideas of the group, and then how it'll end. 1- A large group of bandits, seizing control of one of these radio towers, seizes control of the NW airfield. These people, shockingly, appear to have actual intelligence and instead of server hopping, plan to kill the server hoppers, who will practically be a mobile barrack. 2- A large group of people get together in cherno. They quickly get there hands on a tower and a ton of barbed wire, and swiftly block off the whole city. Once the jammer signal is up, they swiftly surround the entire city, and deploy both roaming guards and snipers. The plan is simple, not to seize control of cherno, but to protect it. Anyone who wants to enter the town will be allowed to, but will be warned that if they try and shoot anyone, the group that controls the place (a.k.a. a police force) will immediately take them down. now then, for how these various plans work. 1- The bandits rapidly find the flaws in there plans. Rather then the server hoppers choosing to try and fight, they simply go to another server. That, and another flaw. Unlike the bandits usual prey, these server hoppers are not only pre-warned, but heavily armed. The sniper swiftly meet the snipers, the hunter become the hunted, the killer goes "WTF, HAX!!!! STUPID GAME". In short, i dont think attempted exploits will work very well. Of course, if you can force your opponent to spawn in the middle of an open field, things will be much diffrent. So i suggest a small modification, either we be showed a small map of the immediate area and get to choose were we spawn, or we be auto placed at not just the edge of the jamming area, but be spawned in relative cover, like a forested area. 2- Of course, the plan dosent work all that well. Multiple people, using sniper rifles, take down any one they can see in the city. Bandits, pretending to be friends, infiltrate the city. And begin a massacre. But over time, that amount of snipers, bandits, and really anyone who would even think of causing trouble drops massively. Why? Well, the reasons simple, those guys arent getting there loot back, while there dead enemies usually are. think this through, if you snipe from the outskirts, your eventually going to get counter sniped, no matter how hard you try and hide. And just snipe from the outside, and you never manage to get past all that dead guys friends to get at his loot. Killing those guys is pointless, and even the dumbest of people quickly learn it. Meanwhile, the bandits still infiltrate the city. They still kill and shoot all others. but suddenly, a new situation arises. The clan that is controlling the city, upon hearing the shots, will instantly rush to the area. If you have multiple people through out the city, it shouldnt be to difficuly to catch that guy before he strikes again. And he, as usual, dosent make it away with his loot. Eventually, all the fighting settles down, as people learn to except the fact that they'll need a small army to manage to kill in here and make it back out. And of course, they then get the army. But thats just part of the fun, right? In short, if i can simply choose to head to another server, i can easily avoid a trap. Or better yet, ambush the ambusher. I can foresee alot of good coming out of this, and a ton of bad. But i think most people will either learn how to aviod the exploiters, or will easily learn how to stop them. Overall, this will probaly end fairly well. Of course, im sure i missed something, theres surely some way this can go horribly wrong, and im not being sarcastic. But please, if your going to respond to my ideas, dont be sarcastic either. just point out whats wrong, and how it can go wrong, and im sure either myself or someone else could come up with a way to fix it, easy or not.
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a few things id like to point out here 1. you mentioned this in the main post, but stopped from drawing the final conclusion. bandits are practically NON-EXISTENT. theres 2 types of people in this game, surviviors and sycopaths. the sycopaths kill for fun. the survivors kill due to lack of trust. many survivors might kill a well armed man for loot, if they have practically none themselves, but very few people walk around thinking "if i see another guy, im killing him for his loot". thats almost always a last minute decision, due to lack of trust or a horrible supply situation on your side. 2. the bandit skin was actully taken out because its unrealistic. "hey, i just killed 5 guys, know i have the random urge to wear this suit i conveniently found". ya... no. my idea for fixing the trust problem is 2 fold. 1, increase the zombie difficulty. people are right when they say this is COD with zombies in between. make zombies harder, and that guy you just found could help more then hurt you. "NO, dont go that way. there's a MASSIVE horde over there" if you'd killed him, you wouldnt have his loot for long. make it hard to the point were sneaking in to grab loot (any actully good loot) is near impossible "hey, ive got another friend on his way over here. want to team up with us and assault that town over there? we can split the loot." the third of the loot from that town would be much better then the loot from that one corpse. and 2, give groups something to do. after you and your new found friends kill all of the zombies in that town, another group comes by. after a short but tense stand off, you 2 decide to combine your resources and make a small base in a nearby warehouse. you use barbed wire to create a kill zone entrance, add all your best weapons to form an epic armory, and drag in a forge and other stuff from nearby buildings, and you've got a mini base. as time goes on, you all form a small topic on the forums to communicate, find a few new survivors, and raid nearby towns. eventually getting cars and other vehicles, in the end you get so much more from grouping up then killing that 1 guy for his loot. adding in stuff like this will eventually find us fixing the banditry/trust problem ourselves, rather then being forced to.
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although i like this idea of end game content, i just cant see this ending all that well. honestly, unless there are major changes to the zombies theres no way any number of them could stop a single well armed survivor. and if that single guy got enough equipment to make the risk worth it, he could honetly start a small world war.
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i think rocket was planning to let players create factions and not throw in ready made ones. i also think rocket would try and create a less black and white factions.