![](https://forums.dayz.com/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/a9707366fec819fc7cce8f50c9ad01f2?d=https://forums.dayz.com/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Giragast
-
Content Count
9 -
Joined
-
Last visited
Posts posted by Giragast
-
-
That's how you get loot in this game. Pick up what's there, move what you don't want somewhere else, and then wait for new loot to appear.
It's been like this since the beginning.
-
The gun and the ammo exist legitimately, and I have seen separate spawns for each.
The SVD Camo is a very rare item, but for night-sniping the DMR remains the one to hold on to as it can be used with NVGs.
-
Does what hurt?
-
Banning players for just having a tag? Pretty cool, bro. I will feel safe on your servers from all manner of nasty tag-related hacks.
-
Right now I see the player options as being (assuming they legged it out of a city into the wilderness):
1. Kill the zombies (best)
2. No ammo, give up and die (wait a few minutes to respawn)
3. Log out (wait a few minutes to respawn)
4. Keep running
Most people will go for 1 when far enough out of a city, and if they have no ammo will go for 3.
Having a way for the zombies to be less of an immediate threat after running for long enough would keep players IN THE GAME and help to prevent logging as being the first chosen option for any threat they encounter.
But you're right, player fatigue would be more in keeping with the game and much more punishing for mistakes. More work to implement though.
Perhaps while running in panic-mode the food/water meters should decrease significantly faster? So running through the woods normally won't be such a big deal, but if you're being pursued it has a much more dramatic impact on how far you can go.
-
The main point for the broken leg mechanic is to avoid having to do lots of work on how the zombies function. They won't STOP chasing the player, but it will at least switch them to a slower mode that makes sense thematically.
Regardless, I wouldn't expect it to be something that happens until the chase has been going for quite some time. Running a 1km should really be long enough for something to be chasing you. If you've lasted that long I think you've probably made your point that you can handle the chase.
-
To counter player problems with endless zombie chases (personally I have no problem with this) a method to handle zombie fatigue could be introduced.
Rather than a zombie getting tired and giving up, or simply slowing down, I'd prefer that the zombies break their legs from the repeated footfall impacts and continue crawling instead.
The balancing for this then comes from how long the legs remain intact and if the terrain type has an impact on that duration.
This has probably been suggested already.
-
The purpose of this feature is to encourage tactical group combat around a fixed location, with rewards.
This is not an attempt to recreate the STALKER map cache markings.
Given that a new solo player has enough to do (find weapons, not die) this suggestion is to help give something for players already in a group to do. The rough outline for how a typical scenario would play out is as listed:
1) All players who carry a GPS will be able to see a marker indicating the position of a supply drop on the map.
2) The location is selected from a preset list of random coordiates, most importantly IN CLEAR VIEW of the surroundings. A drop is spawned once every few hours. Examples of typical locations are listed below.
3) The objective for the group is to approach and secure the area so that a member of the group can safely, without interruption, open the supply drop.
4) The player opening the drop will be particularly vulnerable during this time. Aborting the opening process will reset this opening timer.
5) Opening the supply drop should take several minutes and not be a quick process. This allows other groups to make their way to the drop position and mount an assault on any group currently at the location.
5) The defending group will need to quickly mount scouting and reaction forces on arrival, to deal with anyone else attempting to reach the drop.
6) Ideally, the approaching group will attempt to kill the player opening the drop first before clearing the area.
7) Once the drop is open, it can be looted by anyone. The drop will disappear after a certain period of time.
Example locations:
Devil's Castle : comes with existing defenses
Airfield - runway : open space, very difficult to defend
Airfield - hanger : all but one side covered, which is wide open to attack
Feel free to suggest more. The centres of towns or cities should perhaps be avoided. The drop should be a difficult thing to secure, and surrounding buildings may make this easier to do. IT may also provide cover for an assaulting group - it's something that would require testing.
The contents of the drop should be something valuable, perhaps a supply of one particular type of item for the group to share between them (blood, NVGs, ammo).
This feature, in essence, becomes a mobile version of the best-loot locations and hospitals, with the changing locations providing a way for players to try fresh approaches to assault and defense of a location.
The current setup should be flexible enough to suit a non-gamified requirement. The 'opening timer' however is the weak point here. This could be replaced with a 'needs X toolboxes to open' mechanic instead, or any similar thing to prevent immediate access to the loot.
A final suggestion, which I think may not suit the game in its current state, is a broadcast message to indicate that a drop has spawned and that players with a GPS can begin the process of finding it and organising their group for the assault.
King of the hill is probably the closest equivalent to this.
Player saving interval
in DayZ Mod Troubleshooting
Posted
Is the player state not saving after around 5 minutes now? Made it back all the way to my corpse after a showdown killed all 3 people firing, looted my stuff back, then logged out a few minutes later to take a break.
Log back in, and my character is standing where he was 60 seconds before I reached my corpse, holding starter gear, and the corpse is empty because I had taken everything back off it. The server saved THAT okay, but obviously not me.
A few other people I'd spoken too also noticed that picking anything up didn't seem to be saved if they logged out or changed server shortly after doing it, as well as spawning them in a place they were standing minutes before.
I'm assuming this is intended, so can we have a save info message back on the debug console again please? I'd like to know when I can log out without losing the things I find again.