Jump to content

Vultcha

Members
  • Content Count

    40
  • Joined

  • Last visited

Everything posted by Vultcha

  1. hi, looking to compile a list of servers here that have side chat enabled and are friendly with the newest beta update. list sofar: TX20 (US62) TX7 (US83) edit: updated OP list
  2. mmmm... i imagine this being "feasible" if you do it with buses. mobile trading area. set up, then take down when done and hide. use the buses as cover, and a clear marker for the "trading area." pick the location wisely. probably in the woods AND on a coast. set up FAR away form Cherno/Electro, as fresh spawns risking nothing but an enfield will be attacking you frequently. the woods will give some protective cover for prospective arriving traders, and will give you a bit of cover from the inevitable snipers looking for luls 1km away. use the coast on your "back," so your people don't have to look in 360 degrees for hostiles. just focus on 180. can use the coast, and 2 buses to form a makeshift "triangle" of partial cover. trading area is inside the triangle?
  3. will be interested to hear more stories of this area going forward. kudos on the "experiment!" this is exactly the sort of thing that the community needs to be doing in alpha, so we can see what may work and what may not. i only give you a finger waggle for item duping, which i assume you are referring to... FOR SCIENCE!
  4. Vultcha

    Reduce Zombie Respawn Rate!

    much much slower respawn. increase the number of zombies during spawns by 10x. make respawn times much increased. mayb even an hour. ---- this should make it more realistic. fighting off a horde. you can actually clear towns out. your "cleared area" will be clear for quite a while allowing you to loot, and also alerting future players to the area that you were there.
  5. the npc's is an interesting idea, and fix to a problem of "bases." however, i feel that some other, better solution to "bases" should take place first, before we start to "fix" or build off of what we have currently. some completely new system of building/guarding or w/e needs to take place instead of "adding onto" what we currently do as players to work around the limitation (barbed wire/tents/bags/traps.)
  6. Vultcha

    MERGED: Everything about DOGS

    dogs to guard tents/vehicles would be neat. they would have to be pretty hearty to be viable. more hearty than a zed, or even a player possibly otherwise, would be too easy to just shoot the dog as it runs at you. --- incorporating the humanity/spotting/warning ideas would work better overall imo. to make dogs viable in combat in the arma world, they would have to be pretty unrealistically strong. they would just be immersion breaking-ly unrealistic. not to say they can't ahve combat capabilities. they could feasibly be used to attack someone close to you, stopping them from running, or breaking bones/bloodloss... but that's all stuff that bullets can do now and better. their primary use should be for spotting/humanity/warning.
  7. good idea. would need a pretty good range of effect, beyond direct chat's range.
  8. Vultcha

    disable the out side of the map

    a "cold" mechanic could work. rapid body heat loss outside the map occurs. whatever the case, "out of bounds" travel and item storage should be removed.
  9. idea: befriend a goat by feeding it cans, it will follow you around and will attack players on command. Mechanics: find goat in the field, feed it an empty tin can. goat will now follow you around and obey your attack commands. goats need to eat 1 tin can for every 1/2 hour of gameplay pet goats disapepar upon logging out. pet goats do "ramming" attacks on players, breaking their legs. can have unlimited goat followers. to get a goat to attack, mouse over a player, then scrollwheel to option to attack. target must be within 100 meters. goats move as fast as fast zeds when attacking. pet goats can be killed and eaten if they were normal goats. usage: you can attract as many goat followers as you want. you can send them to attack enemy players or groups of players to incapacitate them, where you can run away or finish them off. --- DISCLAIMER: not really a serious suggestion. just thought the idea of "goat lords" trolling cherno/electro was hilarious, and thought i would share.
  10. Vultcha

    Zone of death - off map

    there's a definitive boundary of the map if you go far out enough. the terrain has no grass, trees or rocks. the ground texture is also low-rez.
  11. Vultcha

    Zone of death - off map

    a good compromise would be to make "going out of bounds" penalties to characters steep. say it's "very cold" r something and they need to constantly apply heatpacks... something like that. right now it's just too easy to drive off the map with a fleet vehicles and never have them get chanced with being found by anything but a chopper...
  12. Vultcha

    Side chat enabling to be decided by server owners.

    there are some that do this. trying to get a thread going compiling the names of servers that do: http://dayzmod.com/forum/showthread.php?tid=20695
  13. Vultcha

    Zone of death - off map

    game needs this
  14. Vultcha

    Suggestion: DIG HOLES

    dig a hole with the entrenching tool, fill with loot, cover hole. mechanics: hole's contents will be destroyed after 48 hours, regardless if its owner is alive or dead. holes can be found and dug up by other players. holes can only be dug in forest and fields. holes are visible by a flat dome model of dark earth. will "operate" in the world like fireplaces. can hold one primary gun, or 5 slots of "general," and no bags. --- usage: for players that want to store their eggs in multiple "baskets." current tent mechanics make theme easy to find, and very high-risk to use. an entrenching tool is a bit more rare to find than a tent, but when you do, you can make "unlimited" loot spots on the map. this will also open up the map for more areas to store loot. as is, the map feels "small" in regards to where you can place tents.
  15. Vultcha

    Suggestion: DIG HOLES

    i was thinking about the "power" of the hole lastnight. the big problem seems to be in retention between deaths, as you could feasibly store anything with impunity, and pick it back up after respawning. i'd suggest that contents of holes "die" upon a player death. that way holes only get used to store food/ammo/beans/secondary guns, instead of stuff like maps/nvg's/matches/uberweapons.
  16. the points below, marked "FIX" i feel are changes that need to happen. the points below marked "SUGGEST" are changes that i feel should happen, but aren't critical points at this time. the "suggest" points all should work together as well, and should be considered together and not independently. Helicopter: >*FIX: remove the ability for helicopters to detect vehicles. self explanatory. it's unrealistic, and it leads to undesired server-wide vehicle hoarding by a few players. Boats: >*FIX: boat speed. increase it by 3X. the boats are capable irl of these speeds, yet they can only go trolling speed. you can outrun a boat. >SUGGEST: adding inventory space to boats. boats irl can store more "cargo" than an atv. this would also work to make boats actually sought after vehicles. as is now, they are considered trash and ignored. Bicycles: >*FIX: increase durability in collisions. >SUGGEST: increasing bicycle spawn rates threefold. >SUGGEST: adding fixable elements to bikes, like "bike chain,""pedals," and "bicycle tire." this can allow for more varied "trash" loot for industrial beyond tires and jerry cans all the time. will also allow players to "fix up" bikes, giving players at the "intermediate" level of loot something to do. would also get more players off the "coast." Civilian autos (gaz/skoda type vehicles:) >SUGGEST: increasing spawn rate greatly. currently they are pretty rare to see. imo, in a zombie apocalypse there should be a great abundance of cars available to use, as zombies don't really eat or explode vehicles. >SUGGEST: making it harder to "fix" cars somehow, if they become superabundant. it should be that there are tons of cars to see, but a "rotar cap for a 1976 gaz sedan should be tough to find," if you catch my meaning. suggest achieving this by making a new "loot category" outside of industrial, for automotive, and have the parts spawn in gas stations, or town sheds almost exclusively. suggest also the ability to "remove" parts form existing vehicles. Military Autos (uaz/v3S types) SUGGEST: same as civilian above, but have them "spawn" in groups/pairs near military areas.
  17. Vultcha

    List of vehicle fixes/suggestions:

    ya i haven't seen a heli yet myself. been playing for a month about.
  18. Vultcha

    mark as friend

    implementing something like this would take less time than making new art for more clothing customization. this would be a good "for now" fix. i would like it however, if when some sort of "friend" identify thing happens, that it is only active within 50M.
  19. Vultcha

    Suggestion: DIG HOLES

    bump (tooshort)
  20. Vultcha

    List of vehicle fixes/suggestions:

    bump (tooshort)
  21. i figured so. --- would be good to hear from other people that know of other servers doing this, and what those servers are. sofar the list i got is 2 servers...
  22. Vultcha

    First aid / revive system

    this would be cool! i would however like it to give only a slight chance of recovery, as is in real life. i think i remember hearing that cpr without paddles has a 5% success rate, but with paddles it's 25%-ish? something along those lines would be awesome! some more drama added to the moment... as suggested above, time could play a factor. if you begin reviving them immediately, you get the full 25% chance or whatsoever, but if you have to wait 4 minutes, it's a 1%, or something like that? a system based on actual cpr stats, and not numbers i or someone else pulled out of their ass would be cool too..
  23. Vultcha

    The Infection is permanent until cured.

    like the suggestion mostly. don't like the idea of infection carrying over to respawns. perhaps there should be 2 diseases in the game. the one that is there currently, curable by antibiotics... and then "the zeds." both diseases could be indistinguishable form each other in the outset, but in the end "the zeds" has a different outcome... and need a different cure...
  24. Vultcha

    List of vehicle fixes/suggestions:

    would like to add: removing the ability for vehicles to "drive off the map," as that seems to be the current prime hiding spot for these... or at least, if they drive 'of the map," they won't be saved, and will respawn at their origin upon exiting them.
×