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Mister Motivational

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About Mister Motivational

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    Helicopter Hunter

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  1. Mister Motivational

    Mall instances

    I would like to see events as opposed to instances. Random giant roving hordes of zombies, power going out from random zombie munching on a power line, large storms, etc. Anything involving zombies could be based on player interaction also, someone fires a high powered rifle and zombies just start walking in that direction until a giant band of zombies is making it's way toward the next town. Or like the heli drawing all the zombies in Walking Dead, they didn't follow the heli they just followed the direction it went in then kept mindlessly walking long after it was out of earshot.
  2. The more authentic the better, beans for you OP.
  3. Mister Motivational

    Skins, not skills

    http://dayzmod.com/forum/index.php?/topic/70149-my-case-for-why-the-humanity-mechanic-could-never-be-working-as-intendedin-accordance-to-what-rocket-wants-as-well/#entry670760
  4. After some thought about this issue and reading L0G!N's suggested changes to the game, I believe a credible threat indicator could be worked into the game without actually having a need for the Humanity stat. Here is his post which contains many links to L0G!N's other posts: http://dayzmod.com/forum/index.php?/topic/35841-l0gins-suggestions-for-dayz/ *edit* fixed the link My focus here are on these particular threads: http://dayzmod.com/f...eight-on-items/ http://dayzmod.com/f...nventory-space/ http://dayzmod.com/f...sions-teamwork/ What he covers in these threads are weight of items and stamina, reduced inventory space, and specialized toolbelt space. Now I'm not going to go word for word on what has been posted in those threads, but I will give a rather simplified suggestion which utilizes these three suggestions. In addition I'm also suggesting heavily reducing the rate at which larger packs spawn as well as reducing their inventory space. A player who is loaded out for long range PvP would need to spec out for that particular play style, this would mean utilizing things like a sling to carry a large rifle and a holster for a pistol as well as belt pack to carry any gear they loot. With this thought in mind, each of these specialized toolbelt slots would need visible indicators on the body. If you were to see a player with a hatchet pack, med pack, sewing pack and pistol holster it would be fairly clear they were armed but probably not a significant threat. Now to clarify, it should be required to have a sling or holster to be capable of holstering a wielded weapon. If you have a rifle but no sling you could not switch to your pistol without putting the rifle down. This adds another level of complexity, if a player is running around with a rifle but no additional packs perhaps they are a threat because they would gladly take your gear or maybe they're a fresh spawn and would appreciate some help. Add to this reduced inventory space, item weight and stamina now you have a fully different dynamic which allows you to determine how you will approach other players. A player with just a pistol may in fact be a bandit and may use their decreased item weight and increased speed and stamina to approach you quickly. Likewise that player who sticks to the forest with a long range rifle may just be a hunter, this of course requires animals to flee from players which is another issue that should be addressed. It now requires the player to determine just how sever a threat another player is. Your ideas can flow from there, but I hope it's easy to see what I mean by having an indication of player intent without a hard percentage based indicator.
  5. Mister Motivational

    Please, DONT add a bandit-indicator in this patch

    This again goes against authenticity, if I warn someone I can now shoot them with impunity and all my friends can too. All a group of snipers would need is one idiot to run through town warning everyone so they could get guilt free kills. There's no point to the murder and bandit kill counters except to appease the ego.
  6. Mister Motivational

    Near hits should cause shock status

    It seems most of the respondents are confused what the OP meant, it's a status effect which either: A. Does not allow you to log out after firing or being fired at B. Keeps you logged into the game while shock status is in effect C. Kills you instantly if you log out while status is in effect It very well could be something else altogether, but the point is a mechanic which makes logging out from a firefight detrimental to your survival. *edit* He cleared it up before I posted.
  7. Mister Motivational

    A very nice guy or...

    I like the way you think. This happened to one of my friends the second time he played DayZ, he was rather upset about it since it took away some of the initial challenge.
  8. Mister Motivational

    Remove radius spawns, impliment 'zone spawns'

    Seems like a great idea, you're probably right it's geared more toward standalone but certainly an idea worth supporting.
  9. Mister Motivational

    Please, DONT add a bandit-indicator in this patch

    @BazBake You've commented quite aggressively about your new system, out of curiosity do you believe that this system you have developed will encourage those who have become bandits to increase their level of banditry? If interactions such as killing someone who has shot at you but is not a bandit continue to count as murders then a player who has justifiably defended their self runs the risk of becoming a bandit. I've never shot another player because I've either been shot myself, we decided to trust one another or we both left one another alone and went separate ways. If I can see a player is a bandit then I'm aware they are an absolute threat and I can shoot them with no negative consequences, I may be inclined to start firing. So would a bandit not have even more incentive to fire on me, even if their intended play style is passive or cooperative simply for fear of their life? *edit* Another thought that came to mind: I play with a group who prefer to KOS when we're not playing together. Because I tend to take the lead in group situations, these guys refrain from KOS because they know how I feel about it. When we need supplies from a store one strategy I prefer to use is to offload my supplies into their packs, then make my way into the store while they provide over watch. One has a military sniper rifle and the other scouts with binoculars, this affords me a good deal of protection. If someone makes their way toward the store while I'm in there my team alerts me, then I can announce to the stranger I'm there and I've got covering fire watching out for me. I can warn them to stay out and I'll leave peacefully once I'm done, which means by your systems standards I could then fire on them and it would not count as a murder. However, if they decide to disregard the message and continue forward or if they tell me to stuff myself what happens when my sniper takes them out? If that player wasn't a bandit my sniper now has a murder, though he was protecting an innocent player who also was not a bandit.
  10. Mister Motivational

    A new element of difficulty.

    Seems like some good ideas, perhaps they start off very mild and do not persist until late into the infection. An early indicator could be rise in temperature, but I'm conflicted on the temperature gauge. On the one hand I know when I'm hot or cold, but sometimes when I'm ill I may not notice that symptom straight off. Perhaps the gauge could be removed, but when cold you shiver and sniffle softly. When hot you wheeze and perhaps your vision changes slightly (almost noticeably) orangish. These would be early indicators which wouldn't inhibit your character much and allow you to know there was a problem to be dealt with. Let the illness persist and you're in for a world of weirdness, in regard to the virus.
  11. Mister Motivational

    If you are 'good' at something... professions & teamwork

    It's a well thought out idea, I get the feeling it needs some tweaking which would rely on other changes in the game but I do support this. *edit* After a bit of thought, I'd stuff anything I wanted into whatever bag I could find. Perhaps allow any items to be put into these packs but they require double the space and perhaps more time retrieving or using them. In other words, certain items fit better into certain types of packs than others.
  12. Mister Motivational

    A new element of difficulty.

    Adding this virus to the game is something I am not apposed to, however a meter on the hud I am. If there must be a hud it should consist only of things which your character is capable of knowing; how hungry am I, how thirsty am I, how warm or cold am I, how many bullets are in my gun, etc. The blood meter could be removed while adding screen blurring and shaking effects to demonstrate blood loss. Which brings me back to my point, no meter for dangerous zones but perhaps more zombies as an indicator?
  13. Mister Motivational

    Please, DONT add a bandit-indicator in this patch

    I've never shot another player, or at one for that matter, nor do I intend to if it is not necessary. I suppose that is a rather principled approach.
  14. Mister Motivational

    Manly stubble

    The more beards the merrier. While it's probably not viable or necessary I like it. As if there's something wrong with a lovely bearded woman! You're exempt, your avatar is too cute.
  15. Mister Motivational

    Please, DONT add a bandit-indicator in this patch

    Well you make a rather lengthy point there, not all that good of one but lengthy none-the-less. Banditry is a problem for various reasons and while identifying the bandit is a simple solution it's a rather poor one. I'm not interested in player killing and I've been killed a couple times because of this. Now an identifier sure might have helped tell me what kind of person I was dealing with, but it wouldn't really give a whole lot of depth to the scenario. That's the reason indicators break the game, because at the end of the day the real point of the game is the experience. The choices you make no matter how informed, the tension, the conflict, the requirement to think in every instance are what it's about. If every bandit you see is readily marked it's unlikely you'll think twice before blasting them. On the flip side bandits have no reason not to shoot anyone they meet, whether they're acquiring gear or just shooting for the sport of it. There are better ways to fix these issues, they require a lot more work than a simple indicator.
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