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FinalJustice

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Everything posted by FinalJustice

  1. Edit: I'm suggesting a SECOND map that is less spread out than Chernarus ie: centralized loot spawns. No changes to current mechanics. Changes to the game apply to all the maps, obviously. I'm just suggesting a new map in contrast with the current one. One map spreads everyone out and puts hot spots around. The other focuses players to one area an puts reasons to leave the hot spot. There's a way to address many common complaints without resorting to "bandit penalties" or major feature additions like base building or a major philosophy change such as PvP rules. It's as simple as adding a new map as an alternative to Chernarus. Map/Environment has a huge impact on playstyle. If this new map was designed to facilitate human interaction, rather than encouraging seclusion, there would be less complaints about how (1) the infected are too easy/predictable, (2) trading posts/hospitals could be viable, (3) people would complain less about PK, and (4) there might be something to do at "end game". (1) While you can control your own Z spawns, you cant control other people's. Lots of people in one small area means lots of Z. - A single player spawns a set number of Z, so you could spawn them all on one side of a secluded town, and hit the loots spots on the other side without threat. No secluded towns means no free loot. - We've all seen the "hordes" that can form organically in cherno/elektro. What if there were 20-30 players within Z spawn range of each other. Attracting Z's would have huge ramifications. - No need to implement a "horde" feature when hundreds of zombies are in the same area as almost all of the loot spawns. (2) a small outpost that is actually defensible, away from the one big clusterfuck city, like with a surrounding wall with only 1 or 2 entrances could be a place where people set up shop and have a chance at actually policing. - Two or three of these could facilitate gang wars/raids. Routes between the outposts and the city would be more traveled, encouraging banditry. - Player enforced (NOT game enforced) safe zones could only be possible if players could actually control who comes and goes from their camp, - You wouldn't need to have "base building" mechanics if the map already provided viable spots. (3) if the vast majority of loot spawns were centralized, we wouldnt have to run for hours for a CHANCE to find something we actually want (boring), limiting the rage you feel from "OMG ALL THAT TIME WASTED CUZ OF SOME ASSHOLE". - Less focus on avoiding people to loot, more focus on fighting over it. - Respawning wouldn't put you an hour away from your body so suicide spam wouldn't help you. - People that like to hang out away from the city (like those who control outposts) would be forced to go back to the city for food/water/med supplies. - If you never wanted to be shot at in the first place, you could just stay with Chernarus. (4) getting everything you want/need would not take days, maybe hours, so you wouldn't be so reluctant to take big risks like trying to form up with strangers and take over an outpost. - Groups holding outposts gives way to groups fighting other groups. - Completing your kit feels so anti-climactic anyway (now that i have everything it's time to log off and never play again). - As a bonus, you could actually meet up with your friends in a reasonable amount of time. - Running Simulator 2012 would be reserved for Chernarus. Also, only one place to refill jerry cans, imagine the fights to control that resource. Players who prefer a more action would go here to play, and leave all those who prefer to PvE or be left alone on Chernarus. Implementing PvP flags and "safe zones" would be unnecessary because people would know that one map is for a slower paced gameplay, while the other is for killing people and group vs group play. I imagine all those people who camp Cherno/Elektro looking to shoot people indiscriminately would rather play on a more condensed map with definite traffic areas. If the map was properly designed, I'm fairly certain it can address the majority of complaints that are repeated over and over on these forums (that are unrelated to bugs/exploits). Don't hesitate to tell me why I'm wrong, and I'm pretty sure we can think of a way that map design could address your point.
  2. Ammo might actually be precious
  3. That would be better than what we have now, but it doesn't really address the problem that the majority of group play is spent trying to meet up then trying not to do anything if not everyone is on. I agree it would detract a bit from the character of the mod tho, but it's alpha, right..
  4. "Come stay at my Inn! I'll protect you while you're logged out!" You log in some time later and you're back on the beach. Then you run to your tent, restock and get revenge. If you were locked to one server you'd have a reputation.
  5. Could you imagine player operated "inns" for protection while offline.
  6. The practical problems make this a bad design choice. Would be interesting otherwise.
  7. I don't see how adding a second map would kill solo/casual play Hold monopoly over a giant city? I dont' see it. Hold monopoly over a 'base' that has no loots spawns? Oh noes. Stay on Chernarus then? What I'm suggesting is giving those bandit trolls and clans a place to run amok where everyone understands that this is exactly what the map is designed to facilitate. Stay on Chernarus if you want to be left alone. It's as if you're saying you want everyone to play on Chernarus and behave the way you want. Solo/Lonely play? Chernarus. Chaotic play? Other map that isn't Chernarus. Not, everyone play on Chernarus, and everyone play the way I think you should play. Let me tell you what my routine has come down to. - Go to top of the mountain NW of Krasnostav - Check for someone else's zombie spawns - Approach town from NW and spawn zombies on that side of town - Go to Market on SE side of town, where there are 0 zombies - Run to my Dirtbike, ride it to the airport - Loot airport - Hide Dirtbike - Hang out nearby and wait if someone was following me to my hiding spot - Log off Do I want to "kill" this type of gameplay? No, I want a map where this gameplay is not possible simply because there are other people around. Let me reiterate, STAY ON CHERNARUS IF YOU ENJOY BEING ALONE 90% OF THE TIME, GO TO THE OTHER MAP IF YOU WANT TO DEAL WITH OTHER PEOPLE I do? Please tell me how you've come to this conclusion. I'm not suggesting teams, target player info on the hud, safe zones or pvp flags, or any of that other bullshit. I'm suggesting a SECOND map that is smaller than Chernarus with centralized loot spawns. No changes to current mechanics. Changes to the game apply to all the maps, obviously. I'm just suggesting a new map in contrast with the current one. One map spreads everyone out and puts hot spots around. The other focuses players to one area an puts reasons to leave the hot spot. Thats true. And they would have to separate the characters across every map, so that you couldn't item grind on an easy items map then hop over to the "run through the forest to items" map.
  8. FinalJustice

    Day Z Gamestyle Discussion

    Write out SOS HELP on the beach with lit campfires Fill a truck with empty cans Bridge Troll
  9. Running is pointless unless you have somewhere to go. You wouldn't have any loot spawns to run to if they were all in one big city. Cars wouldn't be just transportation that you try to hide from everyone else. If the map is small someone will find it when you log out. Better use it wisely. Not pvp zones. A map. Not get rid of pvp, give pvp somewhere better to go. Some people play Chernarus, others play Utes or something (Utes is definitely too small). If you wanted to pvp, I'd bet you'd rather see 4 people per 1km sq. rather than 1 person per 4km sq. They wouldn't be playing on the same server. If you wanted to be alone and drive your truck around for more loot thats fine too, play Chernarus. Perfect' date=' now put 3 of those equal distances from each other and the only gas station. Put all those 3x that distance to the city (aka loot). It is boring. 1 person per 4km sq. is just ridiculous.
  10. why dont you just crouch walk and tap crouch run when Zs are out of los/arent groaning at you? just pay attention to which direction they're looking and crouch walk when you hear them if they agro, just stand up run and zig zag through some houses/trees to get some space, then right as youre about to turn a corner and break los, crouch walk, then turn the corner, then keep walking and break los with the corner before the Z can see around it. the z will run up to the spot you started crouch walking, then lose agro, then he'll keep walking straight until he passes the corner, if he sees you he'll pick up agro again. if he only hears you, he'll run to the sound spot then "look" for an agro target, just dont be there anymore and youll be fine if you're running through a field, once in a while they just randomly drop agro and look for you again, they usually see you cuz youre still running, but if you stop at just the right moment with enough space in between, you can lose agro in an empty field
  11. FinalJustice

    Spawning with a melee weapon... yes or no?

    just hide under a pine tree and slowly walk away while the zombie is stuck on the other side of it
  12. Takes up 12 slots, has 12 uses. Fills your entire inventory, doesn't fit into the noob backpack.
  13. FinalJustice

    Barbwire Fix (short and sweet)

    barricades are a good idea so they shouldn't be removed, they just need to be implemented well you'll need a ton of them to make a legitimate fort, making them rare would make people use them in the only way feasible/effective, blocking entrances to loot spawns toolbox to set up is just putting up a barrier to entrance into the Loot Blockers Club® if it filled your inventory, then you'd only pick it up if you had a definite purpose, not "i have space, i will pick up" then "oh i need space, ill just deploy it here HAHAHAHA someone's gonna be piiiiissed"
  14. I dont think the setting/location is important. The only thing thats important is a direct contrast to Chernarus, where the majority of players in the server are in the same general vicinity, rather than spread out with miles in between them. Playing axe murderer to just freak people out is how i get over a really painful death. it sucks running through an empty cherno/elektro and feeling like im just starting the item grind again. If you play super carefully then you never see anyone, or if you do then you can avoid them or shoot them in the back. What am i supposed to do, purposely run around like an idiot and not pay attention so that I don't notice the guy who ends up shooting me? You can minimize risk to the point where all you need to worry about are server hoppers. Right now there are 50 player servers but what about when there are 100, 200? Lag isn't the only thing you need to worry about. Will zombie/loot spawns work as intended with 30 people in elektro? Are placeable items barbwire/tents/traps? You'll need a lot of barricades to make a kickass fort, but you dont want people spamming them everywhere just to be dicks. How about Z agro mechanics? If they hear something and start moving toward the source, will a massive horde form? If there were enough of them and no where to run (long term), would their indoor speed turn out to be ok? We can test all that. We just need more players per square meter.
  15. Bringing this back from the dead even though no one cares. Need a place for exploits to take center stage so these things can be worked out sooner rather than later. Need a place for people that have already figured out the game and just want to dick around. Need a place to go to interact with others so that the "first person i've seen in an hour, might as well kill him" victims have more than just a flashlight.
  16. FinalJustice

    Custom Map

    yes, much bigger, so instead of 1 person for every 4km, how about like 1 per 16km, and give everyone their own cherno
  17. FinalJustice

    Top 3 Suggestions

    1. New map designed specifically for DayZ 2. 1 character per server 3. Radios (broken boats on the beach with radios that cant be picked up)
  18. FinalJustice

    My thought on a PvP fix.

    PvE would change the game for me even if I never join one. Basically, what happens when you get all the stuff that currently exists in the game? You ask for more "content" because the game has nothing else to offer you. PvE-ers typically would rather have more stuff to get or new monsters to kill (content), while PvP-ers would rather have more polished mechanics. People that play in PvE will get comfy there and will NOT go PvP. PvP-ers will not go play PvE. This splits the community and the dev's time. There should be different map types that would be more appealing to different types of players. I think that would solve this conflict between what PvE/P-ers want.
  19. FinalJustice

    Unreasonable Logout Punishments

    this game is helping me quit smoking cigs cuz if i want one, i either have to run for 15 mins and afk in the woods (i have been killed a couple times cuz of this), or log out and not come back for half an hour+ id just rather not go out for a smoke. thanks dayz! Rocket has been trying to do that but its not possible at the moment. Like what if you join a new server while your body is still hanging out on the old server, then someone kills that old body? Dupes. One char per server is still the most obvious solution.
  20. FinalJustice

    My thought on a PvP fix.

    I dont see the appeal in pve, once you figure out the rules the infected live by, you can run around without ever having to worry about them (except for those random leg breaking hits at 12k life, a terrible, artificial way to make them threatening). Theres nothing to beat and nothing to win, there are no bosses, no challenging fights with Z. What is there to do once youve found everything?
  21. FinalJustice

    Suggestion: Multiple Maps/*Lives*

    I think Chernarus is fine too, it has its place and definitely brings out the 'survival' aspects of the game. I just think that a second, more post apocolyptic type map would funnel the deathmatchers and take-over-the-world-ers away from the survivalists and make things more enjoyable for everyone.
  22. FinalJustice

    A solution to disconnecting players under fire

    Yeah this is the most obvious solution, but most people have gotten into the groove of using this as a tool so they'll hang onto any excuse to oppose it.
  23. FinalJustice

    Suggestion: Multiple Maps/*Lives*

    I agree. Actually, I was planning on writing a detailed writeup about how a SMALLER map would fix a lot of the complaints people have about the game. If the map was designed to facilitate human interaction, rather than encouraging seclusion, there would be less complaints about how the infected are too easy/predictable*, trading posts/hospitals could be viable**, people would complain less about "bandits"***, and there might be something like an "end game"****. *a single player spawns a set number of Z, so you could spawn them all on one side of town, and hit the loots spots on the other side without threat. Lots of people in one small area means lots of Z. We've all seen the "hordes" that can form organically in cherno/elektro. What if there were 20-30 players within Z spawn range of each other. Attracting Z's by being the first to shoot would have huge ramifications. **a small outpost that is actually defensible, away from the one big clusterfuck city, like with a surrounding wall with only 1 or 2 entrances could be a place where people set up shop and have a chance at actually policing. Two or three of these could facilitate gang wars/raids. Routes between the outposts and the city would be more traveled, encouraging banditry. ***if the vast majority of loot spawns were centralized, we wouldnt have to run for hours for a CHANCE to find something we actually want (boring), limiting the rage you feel from "OMG ALL THAT TIME WASTED CUZ OF SOME ASSHOLE". Less focus on avoiding people to loot, more focus on fighting over it. Respawning wouldn't put you an hour away from your body so we wouldn't need to suicide spam. People that like to hang out away from the city (like those who control outposts) would be forced to go back to the city for food/water/med supplies. ****getting everything you want/need would not take days, maybe hours, so you wouldn't be so reluctant to take big risks like trying to form up with strangers and take over an outpost. Completing your kit feels so anti-climactic anyway (now that i have everything it's time to log off and never play again). As a bonus, you could actually meet up with your friends in a reasonable amount of time. Also, only one place to refill jerry cans, imagine the fights to control that resource. TLDR: Smaller map = more action, less seclusion, more pew pew, less qq. Either way, DayZ would benefit HUGELY from a map designed with the intention of facilitating/forcing interaction between players.
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