alexander_q
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I understood. Having group spawns strengthens clans, which needs to be balanced somehow. My suggestion is to prevent them from ever being able to go back to their bodies or rejoin their friends. One life only, until next group spawn in a different server.
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Only if the server you log into together is randomly chosen, and you thus cannot return to it to loot your body
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You're right. Developers of games should never do things that are hard.
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Fair point. I guess just how big that hit is needs to be carefully considered. It's difficult to avoid people running back to their own corpses, and for as long as they remain able to do that, the hit will never be that hard, even with an advancement system. So for now, I'm not too worried about motivational issues. Furthermore, if we consider this more of an anti-game than a game, we can ignore player-motivation altogether. For example, we can do things like force players to log into random servers with hidden details to prevent any sort of meta-cooperation, have them unable to log back into that server (at least knowingly) after death, and also implement an advancement system. That way, each respawn is a new life, in a new world, with new people, and no surviving equipment or skills.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
I thoroughly disagree. That's like saying the solution to thwarting mexican drug cartels is "people should be nicer to each other". Individual attitude fits on a predictable curve based on the checks and balances inherent in the system. The solution to PvP is to give players more mechanisms to signal and demonstrate their friendliness, and give more rewards for cooperation. -
Unfortunately, this does nothing to remove camps, but it will give campers cause to think twice before leaving all of their good gear behind. Ideally ammo would be rare, so using targets for practice would be something only the most well equipped would do. I personally think we already have plenty of targets to shoot at in respawning zombies.
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Seasons, padlocks and other ideas - Long post warning
alexander_q replied to mahoney (DayZ)'s topic in DayZ Mod Suggestions
1. I'd like to see people restricted to certain servers based on their IP, so they are forced to play at night/during winter when it reflects the conditions in their IRL location. 2. I think people would use logging off and on to fast travel if they knew which location they'd end up at. I'd rather have people's bodies remain when they log off, forcing them to get to a safe or hidden location. 3. I've had similar thoughts. I prefer barricades to padlocks. These would be the safe places people would go to log off. I worry, though, that players will search out barricaded houses and either break in to kill logged off players, or camp outside waiting for the players to emerge. It would have to either be impossible to get in from outside after it's been barricaded, or there would have to be a very high bar to entry. What are your thoughts? 4. I agree, although I think things like workshop bonuses should be tied to particular locations. I've written about it previously: http://dayzmod.com/forum/showthread.php?tid=24625 5. I'm not sure about adding such fine detail, especially when the effects are, and need to be, so subtle. I agree that alcohol should be introduced, because as well as painkillers, this could be used for molotovs. Existing mechanics can support the need for boiling water, but I'm not convinced it's a good idea just yet. 6. While this makes sense, I'd prefer to force people to cooperate through blood bags, or have this happen at such a slow rate that they'd use blood bags anyway. 7. I get depressed enough when playing this game. I think we can leave this to the real players themselves. Paranoia already occurs naturally too. 8. Agreed. More gun mechanics are always welcome. 9. I don't think players should spawn with random loot, because they will abuse the mechanic by respawning until they get what they want. Body armour could be as simple as decreasing the chance for bleeding while increasing the chance of shock. 10. I expect a lack of trust will be the biggest problem with that idea, and players will avoid public broadcasts the same way they avoid using torches. Players will also use Teamspeak to get around the need for a radio. 11. Same as above. -
Yeah, I definitely think it'll make the more experienced players more cautious with their lives. I'll edit the OP to say "firearms".
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Does that mean that you support the idea, you just doubt it will reach critical mass?
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Yeah, I agree that the main focus of dogs should be tracking, not attacking. They'd become the game's narrative driver.
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I can't see it either. It's a shame.
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Give Tents/Vehicles Inventory Space Counters
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
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