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Skvid

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About Skvid

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    Scavenger
  1. Come on man, if you read the thing give some decent feedback on that, a simple "no" is just a shitpost. And it applies to the whole forum, or internet for that matter. Just a word of advice.
  2. Well i had something like 5 hours for a 1st day and 2-3 hours daily for the rest of this event in mind when writing this out. Players who play more would have the advantage yes, but thats just how the world is. Name one thing that doesnt work like that. And im all fours for "players make their own game" mechanic but you would be naive to think that some sort of outside incitives wouldnt nudge players in the right direction to make it more enjoyable for everyone. Sandbox enviroment is fun, however most people dont use up its potential and just fall back on the easiest, most boring fail-proof mechanics sandbox offers to play the game. I just hope that the game improves in difficulty so much that this stops being possible.
  3. At the start of the event you need to sign-up to a server.Server has limited sign-up slots, once they are reached you cant enter.Characters are locked to a single server.Food and water consumption is adjusted to a more realistic rates, but not too realistic so you can survive only on water.When logged out your character stays in the world, he continues to live in all regards such as: characters body continues to use up its precious bodily fluids[1] , being exposed to the elements as rain and cold and suffering from other health related effects (like if youre sick, youll continue to become more sick)Once you die you can't respawn in this server. Game over.No respawning loot.Spawnable loot ammouts are are lowered and adjusted to create very limited ammounts to encourage hunting and gathering survivalism routes.Supply drops happen but are very few, which makes for some risk-reward plays. I know that rocket is against these types of events but i feel that they would make for some amazing eperiences.At the end of the week you get a chance to evacuate if youre still alive. Game over.The idea what im trying to suggest here is pretty clear i think, its also clear that the game currently lacks a lot of features to support it but i feel that its something that could be done once its development nears completion. Have in mind that while writing this i imagine a fully functioning zombies as well, and not 5 glitchy ones per big settlement. The vision here is to survive by any means neccessary, the gamemode would create the enviroment where coastal towns would be cleaned out first and with most risks involved where inland towns would be the last to get looted. Eventually the only source of food and water would be nature, player camps or settlements that werent looted due to lack of firearms and teamwork due to the large ammounts of zeds contesting them. Even then the food would be scarce and far in between, idea is to make it the main driving force for players to act and survive and most of the gametime should be spent on it. Having your character permamently present in the world means that your irl rest/other activities would require your character to be in shelter while youre logged off or else he would face dire consiquences like hypothermia. This would force players to set up camps and set up fire to get warmth and process raw foods. Your character would always be exposed to threats and there would be no fail-proof way to survive till day 7. It would be up to players to figure out the best camp spots (recluded wilderness corner? A town that has been already fully looted at start and serves no interest?). Logging in and seeing your character dead, or butt naked, hand-cuffed freezing to death with camp destroyed should be a usual and expected sight. Im not quite sure how would the 7 day evac would go, it could be as simple as game over screen with the message saying that you got picked up by military, an actual event would be hard to orchestrate and it would more than likely end up in just a chaotic fight. On the other hand players that died as survivors could be part of the task-force sent to rescue them... with a helicopter or a boat... how they would play it out would be up to them but then again it would likely end up in bloodbath. It all depends on players at this part. The point of this gamemode? Survival, clear goal for the end-game, true perma-death... fun? What do you guys think?
  4. Skvid

    In game map isn't working?

    It works then i do it like that, thanks!
  5. I have found a map of chernarus northern part, but i cant seem to open it or interact with it any way even when i have it equipped in my hands, if i choose to inspect the map (new feature) it just shows me the close up of the item (closed map booklet)
  6. Skvid

    COMMUNITY IDEAS

    Posted some suggestions earlier today but they got buried both on reddit and here (TEXTWALL WARNING) http://forums.dayzgame.com/index.php?/topic/156216-suggestion-improving-blood-and-pain-mechanics-multiple-injuries/ http://forums.dayzgame.com/index.php?/topic/156193-any-ideas-how-devs-are-planning-to-make-resource-gathering-work-some-thoughts-questions-and-suggestions/#entry1564842 Please tell me what you think, if you like them and have nothing to add id appreciate if you bumped/upvoted them for better exposure, heres the crosspost links on reddit (same text) http://www.reddit.com/r/dayz/comments/1tbnmx/suggestion_improving_blood_and_pain_mechanics/ http://www.reddit.com/r/dayz/comments/1tbkll/any_ideas_how_devs_are_planning_to_make_resource/
  7. I've been playing a game called "Neo Scavanger" lately, and the health mechanic in that game shares some simmilarities with dayz, it also provides information on your characters injuries in awesome way and i hope dayz implements something simmilar: http://www.indiegamemag.com/media/screenshot-2012-07-23.png Its an interactive screen, you treat every wound seprately, its pretty basic in that game (just drag and drop bandages, apply braces, you can clean wounds with alcohol you scavange as well), you can hower over each wound to see its detailed info in a tooltip (minor cut, major bruising, minor pain, infected) In dayz i see a lot of things to make it happen in place already (simmilar inventory system, bandages, alcohol tincture or whatever i found in hospital)and making that screen above happen is really possible: theres already a pretty accurate hit detection in game (gear being damaged depending on where you receive damage, multiple wounds should be easy to make happen). Those wounds could even affect your character (I know limping is going to be implemented), you could get blurry vission from head trauma (Implemented as well! But i think its from having low blood levels), reduced meele effectiveness and aim from hand injuries, stamina problems from chest injuries and high pain/low blood levels. By writing this up i realised how many things these games share, in fact i would be surprised if rocket havent played neo scavanger himself as i already see many simmilarities, which is great. Dayz needs a little bit more push which i think is entirely possible to make some mechanics of the game truely bloom and become awesome, its so close. So heres how i want things to look in dayz, When in combat your pain levels dictates how close you are to fainting and loosing conciousness, you might faint or die from bloodloss as well, but the your character crossing his pain threshhold is something you need to look out for more in meele combat because unless there are sharp edges involved you will loose little blood but get moderate/high pain from all the bruising. Pain comes from your injudries, getting hit with blunt weapons or punches causes bruising and sometimes bone fractures/breaks, it can also cause internal bleeding, rib fracture can puncture your lung and give you all sorts of fucked up. I want this in dayz. As long as those wounds persist they will be generating pain, you can counter it short-term by popping some pain-killers, but for the pain to subside you need to heal those wounds up. Wounds heal faster if you dress them with rags/bandages, ripping up clothes will give you dirty rags which you would need to boil in water to clean them, or you might risk getting infection by applying it to open, bleeding wound. If its bad make sure to change your dressings regulary as they will get messy. So a few badly executed brawls with the zombies might get you in a rough spot pain-wise and you might need to back off and rest up a bit. And you will want to rest up because besides bandages a warm campfire, shelter improves healing rates as well, it just all fits so well into dayz to make more upcomming features click together this much more. Now im not sure how it is in dayz SA but if i recall correctly (havent played a mod for 1,5 years) zombies and bullets used to do flat blood loss "damage" every time they hit in addition to bleeding they've caused, and i don't like that... i mean compare this current mechanic to what i just wrote up. So to sum up, besides awesome wound managing system im suggesting having your pain levels be the main cause for concern during combat. Before any bandits get worried i dont think that player firefights will become any different from what they are now, its more of a meele oriented change.
  8. And by resource gathering i mean stuff thats not in yet, stuff that i hope will be in at some point, stuff that you might find in the wilderness while trying to survive: herbs, berries etc etc. But at first lets start with a more simple question: how do you think the firewood gathering inforests is going to work? So lets say im in a forest and i need to make a fire, for which i need some wood, do i just equip my axe and start chopping (via attacking it) down a tree which spawns wood in close proximity to pick up? That sounds just as awesome as it does sound impossible to technically make it a viable solution, or does it? Do i just select an option to cut down a tree which appears if i have an axe equipped and looking (raycasting ftw) at a tree? In either case wouldnt it make so that if every tree is made interactable in this way it will be considered as a loot object and would put a huge strain on the servers? Maybe if whole forest areas were designated as "you can collect wood here areas" it would work without straining the servers? Would this be possible? You could even make a player to generate wood chopping noise upon engaging in this action for realisms sake (so others players can be alerted by players activity in close vicinity) Finally i was trying to think of other resources gathered in simmilar way and frankly i couldnt figure out any... i mean wilderness should offer a lot of options to help in survival but all of them (even hunting which is already in the works) will put a huge strain on the server as every woodberry bush, mushroom, or herb/moss with beneficial/poisonous properties would act as a loot object, which is just this huge chokepoint for all the cool stuff. And dont tell me you wouldnt be dissapointed not to see any of this make it into a final version of the game, no matter how distant it is. Maybe a system such as this could also be based on before mentioned area designations with something else combined... hear me out and let me know if such a thing could be possible: So you are in a woodland area, you can choose to "gather resources" action, which visually does nothing and your character maybe starts some sort of gathering animation while stationary, you wait a few minutes (5?) IRL and then the server spawns loot in close vicinity inventory window (or maybe a special window which would be implemented for this feature) of what you actually found while "gathering". Now i might be thinking to deep into this but what about performing this action repeatedly multiple times? You might be asking that i could just survive from blueberries without moving and spamming this action as long as im in the woods, well it would be a matter of balancing the chance to "find" these items and some other things: while performing these actions you wouldnt actually search the whole forest area, just the area close to your vicinity? Lets say 75m. circle around you? So you would be forced to move... Another thing would be possible to "investigate" the area and get immediate response in text like "Ive already searched this area" or "This area looks rich in plantlife" etc. etc... These same concept menus could be used for tracking players or wildlife footprints: "you see hiking shoe footprints going northwest, you see blood on the leaves" Does it sound alright or would lack of visual representations of enviroment would prove to be too complicated for you?
  9. Skvid

    So, where are the 100 player servers?

    Thats not you, this pic has been around internets forever.
  10. Skvid

    Unconcious

    Sup Link to your guide is 404'd Rgds Skd
  11. Skvid

    DayZ Stories

    Posted this story yesterday on reddit, thought that maybe someone here will enjoy reading it as well. My first trip into NW airfiel ended (unsurprisngly) in a huge adrenaline rush. I've heard tales and seen footage of the fabled death trap that we know as NW airfield. I didn't know what to expect, ive been exploring Chernarus on and off for some time now, maybe more than a week. I did so without dieing and without letting my guard down even when venturing in complete wilderness. But all this time i stayed far away from the airfield and the settlements that perimetted it. Its been days since i have last seen another survivo which was a remote encounter with a car passing by that i had eyes on but didn't shoot. I consider my self a thief and an opportunist, i dont kill unless its completely necessary for my survival. Actually, i haven't murdered anyone in this game... until today. Today i decided to put my survival skills to the test and venture into that dreaded airfield, the temptation was too great and it was about time i got my hands on a camo or a gilly suit if i get lucky. But the true goal was finding an SVD sniper rifle. My equipment consited of FN FAL with single clip as primary (more of a trophy weapon than a practical one, but i cant make myself ditch it for something with a more common ammo) and a colt 1911 with 6 mags for a sidearm. My backpack had an AKM with 2 mags, which i found on my way to the airfield and took it in case things got dire there. Apart from that i carried binocs and a few smoke granades, and all the other usual stuff. I planned my route accordingly, it was around 4pm by the time i approached the airfield from north-east and i could see a deer stand to the right of me, i decided not to check it as i considered myself inside of a high-risk zone and continued moving. After i passed the airfield wall my destination was near - the plan was to check the barracks, see if i get lucky and to quickly haul ass out of that death trap. Walking crouched i constanly scanned the perimeter, listening for any gunshots and looking for any movement. My binoculars came in handy for checking radar tower and firestation, both seemed empty of bandits, still, as i was approaching my destination i tried to break my line of sight with those structures as much as possible... appart from shuffling and moaning zombies it was quiet and everything seemed like any other scavanging location. Feeling safe i left the pine tree cover and moved through the open and into the barracks. I enter and close the door behind me, the building is covered in loot, i get greedy and decide to check every loot pile, even if i dont find an SVD maybe ill at least find some ammo for it. I check the first room to my left... and jackpot! Night vision goggles! I grab them and move to check the second room and find a loot pile that i decide to check. As i'm browsing through the loot something catches my ear, from all the ambient zombie moaning and whatnot, i hear a silent and brief rustle of a grass outside. I think to myself that im probably being paranoid, but im not taking any risks so i stop scavanging and decide to couciously side-crouch out of the room and check the enterance. The door is open. As goosebumbs run down my spine a figure slowly creeps into the doorframe from the outside. Without thinking i open fire from my trusty FN FAL, first two bullets go through his head and as he stumbles down i continue to fire. 9 bullets in total, he probably died after first few but i had to make sure. At this point my heart is pounding like mad and im pumped with adrenaline. Before i can catch a brief pause and re-evaluate my situation, zombies start piling at the enterance and filling up the hallway, i switch to my 1911 colt sidearm and begin clearing the exit. I know that i need to get out of there fast, whoever was in the airfield is now alerted and comming towards my location, for all i know there could been a sniper aiming right at that very bottleneck of an enterance filled with zombies. The zombie wave subsided after what felt like minutes, i quickly checked my victims corpse from the inside of the barracs. He had some moderate stuff but nothing i could use as an upgrade or had space to carry. I sprinted out of the barracks to the direction from which i came expecting to hear gunshots but didn't hear any, still fully alert and panicly scanning all directions i approached the airfield wall, the very same spot through which i entered this hellhole. Once there i dispatched a couple of zombies that followed me and continue to run. As i ran i realised that my victim didin't even react, he didn't fire, i managed to escape that death trap unscaved. I had my comms at a ready and maybe should have tried making contact... But he probably knew i was inside, my footsteps could surely be heard for someone walking by the outside wall of barracks, and the way we saw each other... we were meters apart and it couldn't have ended nicely. So i think his intentions were clear. But why didnt he shoot? Or maybe he did but i couldnt hear him over my own shots. I'll never know. I ran out of the airfield alive, with NVG's. Merely moments ago i had 64 zombie kills, now i had 89 and 1 murder.
  12. I am under the assumption that attempting to shoot at moving targets, especially from the side/perpendiculary in this game is extremely hard, close to impossible and that is because of technical issues (like delay), and not game mechanics. Is this true?
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