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Chevyrulzs2010
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War on banditry!!! Join the fight!!!
Chevyrulzs2010 replied to Mungaloid's topic in DayZ Mod General Discussion
This is a start good to see someone is actually wanting to take action. Believe me when I say I support you, but I also want to say the idea shouldn't to be getting rid of banditry, as it is another element to the game. But banditry should be killing others for their goods, not spawn camping and just killing anyone and everyone, that's just plain death matching and serves no purpose in the game. -
IF this was an actual game...
Chevyrulzs2010 replied to rocket's topic in DayZ Mod General Discussion
Game Purchase Only: I would gladly pay a higher amount (50 or 60) dollars for the game, but I do not think that I should be able to buy my self the best equipment in the game. Allowing others to also makes it unbalanced. Studio Developed WITH the possibility for community ADDONS: This being said as we all know mods really extend the life of a game far beyond that the developer could do alone so it is important to have the ability to mod and add elements to the game. Look at the suggestion board there is much that could be added but adding it all you make group a mad, adding to little you make group b mad, so allow the player to choose what additional content they want. Studio and Community Servers: Again as with the modding, there needs to be a place to play the mods, as well as I believe in private servers, but because of this it can also be hard to find a good public vanilla server. I would get rid of the hive as far as community servers are concerned but keep it for the official studio servers. Kickstarter: Yes, kick starter could only help but maybe for players who donate during a kickstart period get some sort of bonus, not something in game to give them an advantage but possibly discounted or early access to possible dlc, or maybe a small map (comparable to Utes) that could only be played by these members. -
Since morphine is THE pain reliever...it should relieve pain.
Chevyrulzs2010 replied to ElemenoP's topic in DayZ Mod Suggestions
Why morphine when you could have hydromorphone (dillaudid) 10 times more powerful then morphine ;P -
Great idea
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I love how ever time some one doesn't like an idea they fall back on the "oh this is just PvP whining" There is nothing in this topic that says anything about stopping PvP at all. All it is asking for is a way to substitute a persons intuition in real life for something more visual in game, beings that there is very very little body language to read in game. In response to the taking away from the game by identifying bandits from far away statement. I agree it does take away from the game, that's why in my first reply I said this shouldnt be used to identify bandits as people who kill for self defense also would be victim. How ever it does add an interesting aspect to the game. You see someone covered in blood walking at you, what do you do? Did they kill someone to defend themselves? Are they a bandit? Do you shoot on site? Do you wait to see how they act around you? Do you run away? It adds an additional element to the game to make you think about your next move. If anything it adds more to the game in my opinion.
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I like the idea of the lights that arma 2 uses in single player, however in my idea (look out for a long post with a few different things in it) these would be used in a friend system, where the player could tag others as Friend, Neutral, or Foe, using the Green, White, and Red dots respectively. These would appear when a player is with in 100 meters to allow for quick recognition of players that they have had contact with in the past. To tag them, they must be with in 25m(or the distance of direct comm). The logic behind this being that in real life you would recognize someone you know from a fair distance away, and in arma on veteran servers you can not see a player name thus it is hard to tell if its friend, foe, or unknown. The logic of 25m(or direct comm distance) to tag them basically forces a contact between the two players. These dots would only appear for the player who tagged them. I also see the con of this idea that shows any player you have marked that is with in 100m with out you actually seeing them ingame (IE a sniper you walk by)
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Only one problem. What if they are shot in self defense? I for one am not a bandit in any way. Infact I go out of the way to help others, however I do serve myself first. So if I approach you and you act threatening to me or my group I will shoot. If I kill someone in self defense, I should not be seen as a bandit. Also if I shot someone in self defense, again because I was threatened why would I leave their weapons which I need laying there for them to come back and retrieve. Thus I will loot them. By your suggestion this makes me a bandit although it was in self defense. Now I do not disagree that after killing someone a players heartbeat should be elevated. This is good for all kills of other players as it simulates the physical and emotional stress on the body after a traumatic situation. However if someone this should slowly decrease over a period of 30 minutes or so. The question I return to you is how do you identify a bandit (one who kills soley for profit) from a survivor who kills in self defense?