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Everything posted by Lady Kyrah
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Oh look it's this topic again. There are currently sociopath everywhere, banks, stock exchange, investment companies, law firms, insurance companies, big corporations. The capitalist world highly reward sociopaths, what makes you think that they would disappear?
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(SA) Inventory shows your characters physical condition (Status Screen) (HAS PICTURES!).
Lady Kyrah replied to colekern's topic in DayZ Mod Suggestions
I have to disprove you OP. In the real world, we do not know accurately about our health. A lot of things are opaque to everyone but a doctor. You can try to rely on symptoms and general knowledge, but for a lot of things we simply cannot know for sure, i think not having a precise indicator of any kind would be more interesting because then you have to trust your own judgement based on vague symptoms. Some of us have hypochondriac tendencies and will treat seriously the most minor thing, while some of us are careless about their health without a doctor. This is the kind of things i want to see in the SA, reactions based on gut feelings. -
Standalone - Taking Prisoners/Restraints
Lady Kyrah replied to djzombie's topic in DayZ Mod Suggestions
The essence of player to player relations in DayZ is that other players can affect your game experience, in a good and in a bad way, but so can you. -
Standalone - Taking Prisoners/Restraints
Lady Kyrah replied to djzombie's topic in DayZ Mod Suggestions
Because things don't go your way? don't be such a baby. -
Standalone - Taking Prisoners/Restraints
Lady Kyrah replied to djzombie's topic in DayZ Mod Suggestions
"He's got a real pruddy mouth ain' he" -
Limnos map as future Dayz expansion?
Lady Kyrah replied to chernarus's reckoning's topic in DayZ Mod Suggestions
i could see it happen if you bought DayZ and ArmaIII, kinda like combined operation. -
Standalone - Taking Prisoners/Restraints
Lady Kyrah replied to djzombie's topic in DayZ Mod Suggestions
I do think the ballgag is a must, simply so you don't have to hear/read on ocean of insults and pleading as you lure zombies toward him. -
Player 2 doesn't own the bean can anymore as soon as it leave his inventory. Nuff said.
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Excepted pretty much all these loads are inferior to the original, the only two i would 'qualify" are the wax slug and the cut shotgun shells (within reason) because they are poor man's slugs, they are what you would realisticly use if you wanted a stock of slugs and had none.
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How to make death actually matter more
Lady Kyrah replied to Ziliphade's topic in DayZ Mod Suggestions
Here is a killing penality that is used on another games: When you kill another player you leave a clue behind that other players can find. If they do, they can track you (for a limited amount of time), even if you logged out. But if you do log out and your tracker finds where, he can summon your character back "ingame" to kill it. -
Wanna know what to add to running barefoot in the forest? Hypothermia of doom.
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Reloading shot shell, a practical approach to the zombie apocalypse
Lady Kyrah replied to wolfsburg62's topic in DayZ Mod Suggestions
I'll mention that beyond the standard shotgun shells, buckshot/birdshot/slugs most of the homemade mixes are not designed with efficacity in mind, but for "fun" or to cause additional pain. Dragon breath is a "fun" cartridge, you can hurt people with it, sure, but you can do a better job at it with buckshot or a slug. There is a reason why we don't put glass or other funny things in shotgun shells. plain shots simply work better. On the reloading part, making primer by hand is not difficult, it is tedious and unrewarding but you can produce ghetto working primers by hand. (granted he only make very light loads considering his guns are made of paper, but the concept remain the same) -
Ideas, everytime you punch a zombie: -You have 25% chance to hurt him. -You have 25% chance to hurt yourself. -If you hurt yourself punching a zombie, you have a 50/50 chance of getting infected. -If a zombie hurt you, you have a 50/50 chance of getting infected. -If you are infected, your character die in about a week IRL. -If you are infected, symptoms only begin to appear after the 3rd day IRL. How is that for evil unfair zombie survival :P
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gore and dismemberment and sewing back on limbs
Lady Kyrah replied to jona (DayZ)'s topic in DayZ Mod Suggestions
*crack* ARRRGHH! "Ah dont be such a baby, ribs grow back. *smile* (No they don't.)" -
Last time i checked, in the real world i have the same skin as everyone else. And boy am i an asshole :D
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IF you read my other posts in the suggestion forum you will see that it's a generel opinion i have. I sort of hope for "packaged/manufactured" goods to be rarer or to come at a cost, with reasonable "survivalist" alternatives.
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Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
Lady Kyrah replied to t-monk's topic in DayZ Mod Suggestions
The 24 hour cycle is mostly an Arma limitation, the engine was mainly designed to make realistic missions, things like inflitration at sunrise where you only get half an hour before the sun comes up. I suppose the cycle could be accelerated in the standalone, i agree that nobody plays 24 hours, add to this that we use water and food much faster than we would in the real world. The cycle should probably be accelarated, not to a point where it becomes irrelevant, but simply to adjust to the fact most players won't play more than, lets say 6 hours straight, so a cycle that is 24 hours is pointless. -
And then you arrive to the problem where the base "owner" will never log on to keep the base 100% safe. You cannot give an offline protection to something that remains permanently in the game world, it's not fair to those who are playing while you are not, the game should give priority to those who are playing, not those who aren't. I'm sorry if it's not cool for those who don't have much time to spend, but it's only fair that the world keeps on going while you are offline. Your personal inventory is already protected while you are offline, anything you leave to the "elements" and is still there when you come back is a bonus.
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I actually AM for removal of the reticle :) As for changing attachments, they are not designed as "instant plug and play" things. excepted some specific scope mounts, such as the PSO ones, you need at least some kind of multitool to attach a scope to a rail if you don't ant it to kick out of allignment every shot.
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Precisely, that's an example of what i was refering to when i talked about the game devolving into a "capture and hold" minigame. I was pointing that there are low tech alternatives to what you felt required a fancy and complex machine.
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I wonder how people where lifting engines before. Oh right, using a hoist :)
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The problem of static points is that it devolve the sandboxy feel of dayZ in a "capture and hold" meta game. I can puncture tires of a car flat by shooting them. The rules should become consistent across the board. A determined player with the right tools should be able to breach your camp at any time and make his way out with anything you had stored here that he can afford to carry. The rules shouldn't be tweaked so "only a group of a decent size" is able to storm your "castle". This isn't wow raids. Like Chabowski, i'd rather see things added to the game, tools and crafts that enable players to use them as they see fit and potentially use them in strange and unforeseen ways. Good examples would be: -makeshift barricade pieces. (can be dismantled with tools such as hatchets, crowbars, etc...) -ability to board windows and doors of a building. (same) -ability to add padlock and chain to existing doors, or maybe craft new ones like swinging barricade pieces. (again, can be bashed open with the right equipment and time, or simply picked) -ability to build deadly traps to ward off intruders, from landmines, to shotgun rigged tripwires. Extremely bad examples would be: -land claiming. (how? why? nobody really own anything if they cannot protect it themselve) -ability to allow/prevent people to operate the fort doors through an interface (once you gave keys to the wrong people, change locks, that's the only way) -npc guards. -fort claiming rules (and anything that basically advantage the attack or the defence in a gimmicky way) Conclusion: If i put a padlock and chain on an old transformer unit, stash "my" belongings in it and add a couple landmines around the entrance. It is my home until someone realize it's here, avoid the traps and bust it open. Then it's all gone.
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So here is a little anequedote from a long time ago when they developped Ultima Online. During the game production they actually made an ecosystem where animals eat and are eaten in a dynamic cycle. They where very proud of this little bit of software, but realised during testing that players where indiscriminately killing animals for their various loot and simply never noticed the presence of this mechanic. I think it's a good idea, but i also think it could be simplified just enough to maintain the illusion that things are going on, while not actually processing it: -Make predators attack preys every now and then. -Replenish populations in a discrete way in locations that make sense to the specie they represent. -Vary population of the different species based on seasons, time of the day and statistics of their "elimination" by players. You don't actually need to simulate an ecosystem to entertain the illusion that it exists, you only have to simulate enough elements from it that it looks like it is there :)
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Thought on nutrition, food, drinks, and survival in general.
Lady Kyrah replied to Jeremiah Cross's topic in DayZ Mod Suggestions
In neo scavenger you can find bush berries in fields and mushrooms in forests. In this game, eating berries and mushrooms randomly found around is a recipe for disaster, i once died of dehidration due to toxic berries (diarea, fever, etc...). Seems like in this game, unless you take the botanic skill that let you identify the berries, eating berries has about a 40/60 chance to kill you, or at least make you severely ill for the next few days. Now we don't want that kind of skills in dayZ, but at the same time, simply making the red berries toxic and the blue berries edible is too easy in my opinion. A possibility could be that some wild berries have a 50/50 chance to be poisonous, but that boiling them in a saucepan will neutralise most of the poison. This gives you the option to take the risk of eating them if you really have no choice (starvation), or to boil them to be safe. Hell, some meds could be used to counter the effect too! -
Maybe put in other enemies aside from infected? *Please don't kill me.*
Lady Kyrah replied to Galcian's topic in DayZ Mod Suggestions
Zombears. I like that.