Slaughterbal
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Everything posted by Slaughterbal
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Which T-Shirt design would you buy?
Slaughterbal replied to mattlightfoot's topic in Mod Announcements & Info
Shit.... I'd wear all three! XD -
The blood meter needs balancing
Slaughterbal replied to amishterminator's topic in DayZ Mod Suggestions
Well considering your whole body is covered in veins and arteries close to 65% of which are right up against the inside layer of your skin I'd say a zombie with outgrown sharp nails, razor teeth and no care if it gets hurt while attacking you could do quite bit of damage. I.E. If you cut open the artery right above the inside of your elbow you could bleed out within 10-15 minutes. As opposed to common knowledge not every cut or bleeding wound will clot. Only if the blood is moving slow enough through the wound will the platelets to be able to grab hold and start forming a clot around the hole or opening. So in retrospect think of it like this. There are three types of veins through out your body 1. Arteries 2. veins 3. capillaries. Capillaries being extremely small and with roughly no force pushing the blood can clot extremely quickly if exposed and are the closest to the outside of your skin. Veins are the next largest and its a big jump with an average pumping power the blood with clot if veins are exposed but only after 10-15 minutes maybe 7-8 if pressure had been applied. Arteries however pump blood through extremely in extremely strong burst and if are exposed or cut open will not clot unattended only if pressure is applied at the wound and above the wound where the blood it is being fed is coming from will the flow be slow enough for clotting to occur. The most abundant areas with arteries in your bodies are your arms, legs, neck, head, right side of your upper chest, and lower pelvic region. All extremely exposed to attack. (severity of the wound obviously changes how long it takes and certain arteries can't be stopped from bleeding out if cut or lacerated, such as the jugular in your neck. You will bleed out in 2-3 minutes if cut there.) -
I've never once had a problem finding gear in a populated servers (75-100 players) and I always loot on the coast before I go inland, expand your areas of search and take more risks than your used to. I can't name how many times I've ran through cherno or elektro while being chased weaving in and out of buildings then finding an axe or weapon and taking out all my pursuers to only find more gear in the next few buildings right after. The large coastal towns have 10-25 lootable buildings the chances of all of them being looted is very small.
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throwing objects while running and other observations from a newbie
Slaughterbal replied to ty7du's topic in DayZ Mod Suggestions
Everything your More so complaining about has to do with the ArmA 2 engine and physics, and little to nothing to do with the Mod -
Sometimes those moments are forced upon you' date=' not being able to run or escape from an encounter is stupid. players would be forced to use their ammo or gun IF they have one and those without would automatically be dead. Imagine when your playing stealthy and someone starts shooting at you, how are you going to feel when you run for 10 seconds then start walking in the middle of being shot at for no reason? Everything a player has worked and tried for will be lost. Those are only a few examples, travel without vehicles would be completely forgotten, everyone would be crowding the cities and coastline because of deaths or not wanting to spend half an hour just to travel a few hundred meters. [/quote'] Never did I say I wanted someone to run for 10 seconds and then walk. I even said the current "out of breath" state comes too quickly. Way to take my desire for a stamina system and twist it to you fucked up views. You can hide from zombies now, let's make it a requirement, give people something like 5 minutes of run time, once they tire themselves out they'll have to walk, and the stamina regenerates for a short period(60s?). Shorter if you stop or sit down. If you aggro zombies and run for more than 5minutes, you should die IMO. The game isn't that hard, the map isn't that huge. If the run time is five minutes I'm completely onboard, I was confused, we both had completely different view points on a "stamina" system. I agree, if a char can run for 5 mins and not lose the zed... they should probably just hit "respawn" :P Also the above said fear and adrenaline system would be awesome! Possibly add adrenaline syringes to give yourself a quick stamina boost?
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I agree!! Happened to me two nights ago actually... Went to turn my brightness up hit the edge of the respawn button instead of the settings button and poof! There went my 6 day character with a coyote pack and rations to last a trip to the airfield :(
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Sometimes those moments are forced upon you, not being able to run or escape from an encounter is stupid. players would be forced to use their ammo or gun IF they have one and those without would automatically be dead. Imagine when your playing stealthy and someone starts shooting at you, how are you going to feel when you run for 10 seconds then start walking in the middle of being shot at for no reason? Everything a player has worked and tried for will be lost. Those are only a few examples, travel without vehicles would be completely forgotten, everyone would be crowding the cities and coastline because of deaths or not wanting to spend half an hour just to travel a few hundred meters.
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Where's the challenge or fun when you die after a 10 second chase because your character can't run?
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I know that more items and loot are planned on being implemented into DayZ and with those items I believe the possiblities of traps or distractions. Some items that could be added for many purposes rope/string, gunpowder and what ever else all of you can come up with. Examples: 1. 2x Rope/String + Pistol w/1 mag = Gunshot tripwire to lockdown areas or alert you of intruders 2. Rope/String + Empty can + Gunpowder + lighter = Small explosive trap, not large enough to kill or hurt per se, BUT placed across on the other side of the town your looting, unsuspecting ZED walks over and POP! Every zed in that town is headed that way, away from you hopefully. I hope all traps would be non-lethal because a 1-shot kill trap out of nowhere while looting or running would be extremely dumb and not very fun for anyone. Throw in your two cents on whether this is a good idea or not, I'm impartial either way just throwing the idea out there to see how all of you feel about it.
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Since you like doing this to everyone's post may I point out that I searched three separate times and that ONE post did not come up, also others may not have or ever will see it, reposting the same general idea can always turn into different things and ways to think about the idea.
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1. and 2. are both planned on being fixed or done in some way by rocket 3. An experienced player can lose zombies with no weapons completely unscathed.
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Due to the amount of servers dropping the global, side and command channels for voice and text chat linking with comrades I had met along the way but got separated from has been near impossible. While I'm not trying to make this game too easy in any way, shape or form I think a Radio that could be picked up and put on your tool belt could be a great addition and could be used as a double edged sword against those who use it. I think you could find the radio and set it to certain frequencies and all others with radios of that frequency can talk to each other like a normal chat. This could be sued very effectively by both Survivors and Bandits making it a balanced tool of sorts. 1. Survivors could use it to set frequencies with friends and others found along the way to link up later or spread out and search more effectively while staying in contact inside towns, cities, or where ever they may be. 2. Bandits can stumble upon your frequency if they are close enough (I figured they could have a 200-300 meter effective range, and 300-400 voices fade and those talking on it are raspy and choppy to you) The bandits can then single in on you and hunt more effectively to those using it without any pause or thought. Edit: Have 3 types of radios 1. Walkie Talkies for short -mid range communication 2. Large Military grade "Backpack Radio" for short -long range communication (possibly takes the spot of your backpack? Influencing more group based uses of it) 3. Stationary radios in radio stations, military bases, airfields, etc., used for short - extremely long range communication Maybe each one has more frequencies available to it's use than the one before respectively? I feel like this would be a great addition to the game, If anyone else agrees or wants to put their two cents in feel free to post chime in on this idea. :D Slaughter out!
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Radios and Long distance Communication
Slaughterbal replied to Slaughterbal's topic in DayZ Mod Suggestions
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Radios and Long distance Communication
Slaughterbal replied to Slaughterbal's topic in DayZ Mod Suggestions
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Cooking + Combining Food, Recipes
Slaughterbal replied to DeathComesSilently's topic in DayZ Mod Suggestions
Yay! :D -
Cooking + Combining Food, Recipes
Slaughterbal replied to DeathComesSilently's topic in DayZ Mod Suggestions
How about this suggestion, Salt can be used to preserve almost any food item indefinently, BUT when you eat said food item it increases your thirst so it stays balanced giving players more options with their food and more of those risks they need to take on whether to survive or not. -
Melee weapons should take the SECONDARY slot
Slaughterbal replied to herd's topic in DayZ Mod Suggestions
I disagree, melee weapons used right are much more effective than guns, and extremely more safe when in densely populated/ zombie infested areas. -
On the survivor/bandit deter and motivation what about increased slots for specific things in your backpacks? Really bad (or good, however you wish to see it) Bandits get extra slots for ammo and military goods ONLY, because they use it so much. While really good survivors get extra slots in their packs for food and water, and other rations of that sort.