razzmatazz
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Everything posted by razzmatazz
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Ideas for high tier players/equipment, events/missions
razzmatazz replied to thefonztm@gmail.com's topic in DayZ Mod General Discussion
I think the game definitely needs to offer players something to do once they get all geared up, so ideas like this are helpful. -
Putting the Good Stuff in OUR Hands
razzmatazz replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
Uh, what? -
My understanding is that certain loot has a certain percentage chance of spawning in certain locations. Is this correct? Does the game check to see how many players have a certain kind of item and adjust its spawn chances accordingly?
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How exactly do loot spawns work?
razzmatazz replied to razzmatazz's topic in DayZ Mod General Discussion
Thanks. I thought that's how it worked, but then the amount of people complaining about "loot farming" started to make me wonder if there was more to it. -
Just visit a couple supermarkets and you'll have everything you need for steaks. Steaks are already a good way to ration health among a group. I'm not saying I think this is a bad idea in and of itself' date=' I just think that there's already something in the game that fills the need you describe. [/quote'] Thing is you need tons of steak to just replenish 800 blood each its just unreasonable why the player cant find a syringe and give himself or others a portion of blood from a blood bag I'm a bit confused. You suggested a syringe for recovering 2000-3000 blood. That's 3-4 steaks. I believe get at least that many from a single goat, boar, or sheep. I think cows provide at least twice that amount.
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Zed's can alert you that a murderer is nearby by smelling blood from his clothes
razzmatazz replied to pupkin (DayZ)'s topic in DayZ Mod Suggestions
Oh, so we're gonna play the "Let's Quote Rocket" game? Because I can play that game, too. In fact, I can probably pull-up more quotes in support of telling people to quite bitching about the PvP in the game. Also, note that I didn't say that I agree with his wording, just that he's right about people needing to stop being babies. Could he have worded it in a less vulgar way? Perhaps, but that doesn't change the fact that he isn't wrong. I'm glad that we agree he perhaps could have worded that response in a less vulgar way. I wasn't disagreeing with you regarding telling the OP to chin up a bit. I only linked to rocket's post for his request to stop eating each other alive on the forums. Sure, he's told people to stop complaining so much about the unforgiving nature of the game. But at least he does so without being a raging asshole to other people (in reference to ZDB's comment, not yours). You didn't agree with his wording, okay. But you responded by someone calling him out as being a dick in a way that made it seem as if you were defending him. I'm not trying to pick a fight with you. This game is death, killing, and survival of the fittest. Can't we at least try to be civil on the forums? That's the only point I was trying to make. -
Hatchets as a secondary weapon (pistol slot)
razzmatazz replied to Ozast's topic in DayZ Mod Suggestions
I think the extra melee slot is a good idea. Not sure how easy that would be to implement, though. What if when you right-click on a melee weapon (or flashlight) in your inventory, it gives you "Primary" and "Secondary" options so you can choose where to equip it? That would give maximum flexibility for different loadouts. -
Zed's can alert you that a murderer is nearby by smelling blood from his clothes
razzmatazz replied to pupkin (DayZ)'s topic in DayZ Mod Suggestions
dick Well' date=' he's right. People need to stop flocking to the forums like a bunch of pathetic children. Rocket isn't your daddy, and he isn't going to talk to the parent's of the kid who beat you up (aka: patching-in morality systems or other anti-bandit systmes). This game is not, and never will, hold the player's hand. If you want to solve the problem of bandits, work with other players and [i']solve the problem of bandits. This game is purely about PvP interaction; and that means players working together to kill known bandits just as much as it is about players sitting on the sidelines of popular destinations to snipe anyone they see. What this game is NOT about is implementing bullshit artificial rewards and punishments to encourage one play-style over another. Are you really defending the comment ZedsDeadBaby made? While I don't agree with OP's idea, he's simply sharing a suggestion. ZDB came in here any started throwing around misogynistic insults. Can't we just have a level-headed discussion about gameplay suggestions without it degenerating into this? Be nice, folks. -
Zed's can alert you that a murderer is nearby by smelling blood from his clothes
razzmatazz replied to pupkin (DayZ)'s topic in DayZ Mod Suggestions
I agree' date=' but keep in mind that playing as a bandit is already MUCH more easier than to be a fellow survivor. Also i mentioned the ability to wash clothes after every kill, maybe even with water bottles. It's not punishment, but only a change in mechanics. Innocent players killing wild animals for food can smell with blood too. And that idea is pretty realistic too. After the infection, Zeds are now wild animans, a carnivores. [/quote'] In what scenario do you envision a bandit killing a player and then being able to leisurely loot their body while there are zombies around? The rounds fired in the kill likely agro'd any nearby zombies anyway, so they'll have to be put down before the body can be looted. That will pretty much negate any extra zombie attraction. I'm wary of anybody suggesting a "smell" dynamic for the game. It just isn't something that can be communicated to players naturally. In the game you can hear things and see things, but you can't smell things. Wondering whether zombies will be able to smell you just isn't an intuitive dynamic. Yes, it's easier to play as a bandit now. But that's only because there are currently more rewards for doing so. Give survivors some tangible benefits for playing that way and things will even out. No need to punish bandits. -
Zed's can alert you that a murderer is nearby by smelling blood from his clothes
razzmatazz replied to pupkin (DayZ)'s topic in DayZ Mod Suggestions
This is essentially a punishment for bandits as it will make looting more difficult/dangerous for them. Therefore, they'll just continue to shoot everyone in sight in order to get supplies. Besides, most of the times I've been killed by bandits there haven't been zombies nearby. Buff survivors; don't punish bandits. -
Mine shows up the same as Jayke's. Probably a mod/user difference.
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Bandits are prevalent enough without players also being a source of food in a famine environment.
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I've been saying it for a while now: bandits should not be nerfed; survivors should be buffed.
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Just visit a couple supermarkets and you'll have everything you need for steaks. Steaks are already a good way to ration health among a group. I'm not saying I think this is a bad idea in and of itself, I just think that there's already something in the game that fills the need you describe.
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Just eat a few steaks. Simpler for you and simpler for the dev team.
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Character death should carry more weight
razzmatazz replied to Lukio (DayZ)'s topic in DayZ Mod Suggestions
While I don't like the idea of a lockout time (just an example, I know), I think it would be neat if the death screen showed you some stats about your character's life. That would put everything that you did up until dying in better context. Distance traveled, food eaten, weapons found (equipped), rounds fired, accuracy, players contacted (heard or heard by you in direct) etc. Including a map that approximately shows your path through the world would be awesome. -
And this is what DayZ has come to. Bandits waging a scorched earth campaign against everyone else. But that's beside the point. OP, when you die, I recommend just accepting that your gear is gone. The first couple times I died, I tried to run back to my body. If my killer hadn't hidden it, I didn't get there in the 15 minute window and it was gone anyway. Bodies aren't really meant for the dead player to be able to run back to and recover their own gear so much as they are meant to allow other players to pick the bones of the carcass. Yes, I know it sounds harsh. No, I'm not a bandit; I play as a survivor.
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Most people currently play as kill-on-sight bandits. This is due to the current state of the rewards presently in the game. Lots of people play like bandits because there are simply more rewards to doing so. Here are the current "rewards" for playing like a bandit versus a survivor: Bandit: - Increased safety - Better access to loot Survivor: - Warm fuzzies for not murdering other people - Theoretical possibility that people you don't kill might help you in the future You don't currently really get any kind of tangible reward for playing as a survivor. If you give new rewards to both bandits and survivors, people will continue to predominately play as bandits because that will still be where the lion's share of the rewards are.
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Need Medical Assistance? We can help.
razzmatazz replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
On my way out of Zeleno, I visited the industrial buildings to the southwest. As I came up to the last building in that group, I saw there were zombies inside, and they agro'd. I dropped them quickly and ran inside. Unfortunately, I was swarmed by zombies. In the ensuing fight, my legs were broken. I managed to kill all the zombies and bandage myself, but i had no morphine. I crawled my way to a safe position and then contacted Merino. He had me patched up in about a half hour. Unbelievable assistance. Thanks again! -
As it currently is, zombies just appear out of thin air. This definitely can hurt immersion. Why not just add a "climbing out of the ground" animation for zombies when they first spawn? CONS: Rocket has stated that the zombies are "infected" rather than reanimated. Therefore, there would be no reason for them to be "rising" from the ground and this idea isn't exactly in keeping with the game's lore. PROS: This might be preferable to zombies appearing out of thin air, which is inconsistent with all zombie backstories with which I'm familiar. Ideally, zombies would spawn inconspicuously out of the view of all players, but that seems like it would be complicated to execute effectively (not to mention potentially resource intensive). This would at least provide a somewhat inconsistent (although at least not entirely illogical) way to dump zombies into the game. The only other alternative I can think of essentially involves a "monster closet" that spits out zombies. Come to think of it, all those non-enterable buildings could be useful for something... Thoughts?
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I like this idea. I'd just like to add that "recognition" shouldn't be based on the distance that you can realistically recognize faces. The reason for this is that we actually use much more information than just facial features to identify the people we know. Hair styles, height, build, etc. Even clothes would be relatively useful for identifying people in the type of scenario DayZ models; at the end of civilization, people are likely to only have the clothes on their backs. Of course, the nature of this being means everyone can't have unique faces, hair, height, build, and clothes. I think the solution to that limitation is just to allow recognition at somewhat greater distances than what would be reasonable for just faces.
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+1 Also, what if the despawn timer gets reset when someone drags a body with loot on it? Hard to say how far you might want to go with the body before looting. More humorously, it would allow you to use a body as a tote bag if you don't mind making yourself vulnerable.
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There seems to be much discussion on how to properly balance the PvP aspect of DayZ. I think punishing bandits is the wrong approach. How about rewarding survivors? One rather subtle way to handle this would be through loot drop rates. Here's how I see it could work: Everyone starts with 0 humanity. This provides standard loot spawn rates. Murders lower your humanity. Negative humanity does not decrease loot spawn rates. Humanity increases for time spent playing. As humanity increases to certain levels above zero, your loot spawn rates increase. This way, a bandit can murder as many people as he wants, but with the knowledge that he's giving up potential higher loot spawn rates. However, he's not being punished because he still gets the same starting base loot spawn rate as everyone else. A bandit can decide to turn survivor, but his negative humanity means it will take longer than someone starting from 0. A bandit is not punished. When a bandit kills a survivor, they will be encouraged to check the body in case the survivor had good gear. A survivor is rewarded. Survivors probably die a bit more often than KOS bandits, and they get a little extra help when starting over due to the increased loot spawn rates. This approach encourages cooperative play without intrusive solutions like skin changes and the like.
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Don't punish bandits; reward survivors
razzmatazz replied to razzmatazz's topic in DayZ Mod Suggestions
What your'e saying is true, looting is a big part of the mod and there is not a huge need for a ending, since it kinda ends when you die. But what if the extraction is not just a fixed position on the map, instead it would be random and it would occur at random times? Radios would need to be implemented and maybe have the rescuers broadcast an emergency broadcast stating the rescue area and time of it? that way players don't really know that there is a rescue going on unless they are in possession of a radio or are teamed up with a survivor who has it. But why would a player choose the be rescued? Then they would just have to start over with no gear. Functionally, it would be like dying.