Specter911
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(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 posted a topic in DayZ Mod Suggestions
Test out my suggestions in your own mind to see if its fair, if you really like it, spread it around, perhaps we could get someone higher to give it a look. Give feedback or something else that may be added and I will try to add it logically, or alter what I already have to something that fits into the game. Index 1. Murder consequences 2. Barbed wire solution 3. Character immersion 4. Team play Murder Consequences 1.Blood There is a new stastic on your character it is blood, but not in your body, on your body. The max we will say is 20. You gain 1-3 blood on your character if you kill another player up close depending on your weapon and/or disance. You also gain 1 blood when looting another player's corpse, it only happens once, but will affect everyone who touches the body. The effects will give varying increase of detection to zombies aswell as give you character a bloodier look. At the max of 20 zombies would be attracted to you as if you had just shot a M1911 constantly. The blood will not fade, however if you switch your clothes you will lose 5 blood, but the blood will remain on the clothes. You would not be able to get 4 sets of clothes then keep switching them at 20 to reach 0, instead your clothes hold a potential of 5 blood and you hold a potential of 15 blood, if the amount of blood goes beyond 5 it goes on you, but if you changed clothes you could remain low on the amount of blood on you. Beyond this the blood is permament to your character as long as he is alive, except an additional item that is as rare as antibiotics that will clean all the blood of you and your current clothes. Killing or looting zombies have no effect on the amount of blood on your body, for player balancing reasons. 2.Dreams Everytime you login beyond your creation you will make a sound players and zombies can hear by default to. Essentially everytime you log out and back in, its as if your character has been sleeping. Perhaps a couple coughs or a grunt within a 10-30 meter radius that isn't that loud but enough to tip of an alert person if they are close enough. Players will be able to hear it farther then zombies, but zombies will still be attracted if close enough. The more murders you commit to a certain point your character will have nightmares, it would start with pants then evolve to waking up screaming, until an extreme to just waking up yelling with the range of sound as an enfeild from insanity, perhaps a total of 20-30 murders to reach such an extreme. At 40-50 your character would not make any noise at all upon log in. However if you killed bandits your scale will be put down by 2 per bandit kill, if you gain 2 bandit kills without murdering, your character will login as they currently do now. (All numbers are placeholders will be changed to something suitable when someone suggests.) Explanation 1. This effect as with adding the realism of getting blood on your body from dealing with corpses, killing close range, will give you a consequence of killing someone so close, and makes you think on who you should kill for good items, or what bodies to loot, aswell as show others who get close enough how many people you have potentially killed. Zombies are exempt from this as to add a player only interaction that others can see upon you. In the future perhaps more slight effects will be added to players over their characters time to tell more about them from a distance other then the loot they have. 2. This effect is for the current troubles of server hopping or someone spawning behind you in a building, aswell it adds to realism as, you wouldn't really sleep in a building without locks in a zombie apocolypse with murders everywhere would you? It also makes you think where to "sleep" that is safe and gives another consequence of killing another player that you may also feel in real life, as well if you were to ever kill so many people. Another player only reaction to add to give consequence to make you think where you would be safe to log out. Barbed Wire Solutions(Multiple solutions from worst to supposedly best) 1. Remove them until duplicating is fixed. 2. Make barb wire share the same lay down system as a tent, only allowing them to be placed outside, and a bitch to place, but still able to be placed to cut down on abuse. 3. Have Barbed wire share the same lay down system as tent with the exception of allowing them to be placed indoors. Aswell having them able to be traversed by going prone and under them. * Make tank traps unable to be placed indoors aswell take 3 players to place and remove them. Explanation Barbed wire and tank traps are used to keep players out of many areas, potentially screwing all new players, it is out of hand currently because of duping and needs a solution now, or duping halted, aswell a future solution to stop barbed wire clipping through walls and being only used to prevent others from obtaining loot. With 3 and tank traps unable to be placed indoors and require more people, their initial uses would come back again and instead of instantly being used to grief, they would be used for more appropiate things like making an obstacle course in a building able to be passed, but slow enough to kill anyone who tries to enter if your inside using it as a base, and tank traps being used to close off a road your team is holding down. Character immersion 1. Character customization Upon creating a character beyond choosing gender, you are now allowed to choose 3-5 traits for your character that fit between solo and grouped play. Traits will take up different amount of slots from 1 to 2, up to a maximum or 3-5 trait slots.(Max amount undetermined) Solo traits: Hunting: Able to gather double meat from gutting animals.(1 slot) Resident: Able to move more silently.(1 slot) Group traits: Medic: Able to use a new medical item found in hospitals to administer blood pack as well as create wooden splints from bandages and wood piles.(2 slots) Mechanic: This trait is necessary to repair helicopter rotors, as well as allows reinforcing upon vehicles.(2 slots) (More will be added in future these are just examples, original idea from http://dayzmod.com/forum/showthread.php?tid=27963) 1a. Additional effects of traits Along with the added bonuses to the skills you have chosen, solo traits(and Medic)decrease the effects of mentality toward your character, while group traits besides Medic have no effect on mentality. A possible additional effect is depending on your traits allow you to spawn elsewhere besides the shore with a specific set of clothes depending on location. Some solo traits will allow you the choice to spawn with an item, but some Group traits force you to spawn upon shore regardless. Solo Traits Hunting: spawns in forest with a hunting knife with appropriate clothes Resident: spawns near a road at random with matches and a couple tin cans or empty bottles as well as civilian clothes. Group Traits Medic: Forced shore spawn with appropriate clothing. Mechanic: Forced shore spawn with appropriate clothing. (Remember still WIP list, just examples) Explanation Along with give incentive to group together, it allow players to be on their own if they wish, along with give more variety to clothes and spawn location. It would also give you your own character you can choose what he excels at, along with giving your character a mentality based on your choice to have a base with all/any mentality effects if they were to be implemented. Team play 1. Radios Allow radios to have channels you can switch to when obtained that are able to have password control, to allow teams to type/voice chat with each other. Along with this, the position of all players with radios in the channel appear on a map if you have one(potentially have a new tool to find radio signals), however they won't be marked and would potentially have a lag time of some sort. The only way to find out where a specific team mate is, is to talk to them, then follow the map to which signal they lead you to. -
(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 replied to Specter911's topic in DayZ Mod Suggestions
1. I didn't mean it to have that meaning, I meant there actually needs to be more signs of some sort that came from the actions of said player and this current blood suggestion, means they have just killed someone or looted a dead corpse, or have just gutted an animal. It does not tell you which, all you know he has blood on him. 2.Well apparently doors in all towns have no locks, so if a zombie wonders in...fuck. Currently no it is no realistic as zombies only stick to towns for some reason, but it works at the moment, It can be adapted though to how the game ends up, for now though, forest is the best place to sleep because zombies only stick to towns, if zombies start to wonder, then obviously things will have to adapt to that. 3. As for the Character type and mentality that was just a base to get some points across, im sure in the end if it goes through. For Mentality I don't think it should be a option to choose, as its only good effects to have a pyscho mentality. Instead I propose being able to choose from a list 1-4 traits that can be medical, mechanical, survival, etc. There will be both solo and group traits to choose from. Based on what you choose determines your mentality, with solo being able to handle most mental statuses, while group traits will cause your mental statuses to effect you as normal, that is if you were to murder others, as you choose to be a group player, but due to circumstances had to kill them, or kill someone. Will add more to this and make it better structured when I get back. -
Admittedly I don't smoke, some of my family members do, but not that much, right now im having a hard time figuring out if you smoke them one after another in short time then stop, or spread them evenly throughout the day. Though I think yes cigarettes would work ingame to get rid of shakes, but supposedly be negative to your character one way or another, would also need to be able to put an ammo count on them, and be in the tool slot.
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Russian servers? Wheres the vodka! Aswell you are thinking with rules you apply, think with the rules I have applied. I.e If you were a medic you are the same as everyone else except being able to use a new tool item that allows you to use blood packs on others aswell as make new items to heal legs out of normal items you can ask your mates for. You do not have to carry anything you do not want to, except having at least 1 blood bag in emergency would be useful or you could just have one of your mates carry the bag, but that is illogical. As for farming meat, thats a solo type, you could be that guy to quicken the time it takes for you to gather meat, but it doesn't force you to farm meat, you just obtain it faster, and if you were in a group, you would get to cut up any animal spotted. Anyway you are being contradictory, you say you don't want to be the guy carrying all the pain killers, yet you have a person that carries most of the medical supplies anyway, wouldn't it make common sense to give him more medical items to use out of his knowledge to combine and use blood packs? Before you state we can use blood packs fine now, its alpha and to enable only medic's to administer them would add depth to the game to add little details to the game people will love when it is finished. Character types is not a chain as you keep suggesting it is, it is an added bonus to your character for specific parts of the game, not a forced play style. Just because you can gain more meat per animal doesn't mean you should farm all the meat for the entire group, it means when you got out for a hunt, you will gain more then other character types in shorter time. If you were to join a group with a solo style type, you are not forced, it is just logical for you to hunt meat if you were ever in need or someone else in the group is in need. Even then you talk like you are forced to be a hunter, instead of a civilian who can move more silently then everyone else, open your mind instead of being closed minded.
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For Six Launcher, there is a star next to the server name on the list that when clicked goes yellow and favorites the server. If you join a server through Six Launcher then d/c, exit the game go to six launcher then browse the list until you see the server you joined last time highlighted in blue, and favorite it if you liked it, or try again.
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If you mean all the misc sounds you here when running around? There is a sound option for that, that turns only that off, mess around to see which one it is, then turn it off to finally hear around you.
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Thats the point Filo, for team play, we need to introduce more team play to the game, plus having a background for your character adds a little immersion, as for making you play a specific way? It absolutely does not, you pick what suits you. If your team needs a medic, medic. If your a loner, either hunter or the civilian. There are solo character types, and group character types, does that make it a little better? Some suited to solo and others group? Aswell Disgraced I would prefer to call them character types.
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I would say no to factions, if you want a group you will have to make one on your own without help from the game. To do this I suggest radios to be implemented with different a channel you can make that has a password you put in to join. Anyone who has a radio and is in the channel will be able to talk to each other as well as see their dots on a map if you have one, but you will not know who's dot is who unless you talk to them first to locate where they are. As for base building I can not say much as I do not know the limit of what Dayz could do on regards of that, but if they were able to. You should be able to get one of the 2 big trucks to a military area that spawns more zombies then usual but hold supply points of basic building material to make a base, but you can only access them after you load you truck with how many of each you wish. To load up on items should take more then 2 players, to place them down however would take a max of only 2, note these items are new items and not current sandbags, tank traps, or barbed wire. For territorial dominance, the should be no indication of this anywhere in the game HUD/map , except finding out and scouting areas at a distance. Edit: Did someone say coke? http://www.youtube.com/watch?v=CYLGQ2S8kkA
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I am not certain of your idea, I have a supposedly similar idea, but first for your idea. I very approve the idea of hearing gun fire that is not there, as that is one if not the top things that make survivors paranoid, zombie growls aren't that threatening, even if you were to hear it in the woods, your still save until they make roaming zombies. I don't think seeing zombies that are not there is a good idea, there are zombies everywhere, it would be an annoying mechanic to waste bullets and attract more zombies. Instead I would suggest if possible the ability to turn crawling and walking zombies rarely into survivors to scare you to thinking there is someone else here already. The loot will piss off ALOT of people off, stray away from that. For survivors to look at zombies I don't think thats wise and would piss people off, but zombies to look rarely like survivors as I said above is a good mind fucking idea. I like the general idea, there could be some work done to better it. Do you mind if I were to put parts of it in my forum post and link it towards here? It sounds good and I figure if we gathered ideas from other people and make them work logically and with each other, it could really open this game up. Edit: We meet again so soon Filo. I'd say for this system to work would to be able to choose character types at the beginning of your life like your gender. Example A person who has had the past of hunting is not affected that much by this stuff. A medic would be effected by this normally. A mechanic would be somewhere in the scale. Just an example.
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Well lets say it like this, you spawn on a beach, water takes away your items, perhaps you woke up on a beach and lost your equipment and have to find new equipment in this infested land. As for multiple advantages I don't mean it in the way you think. I.E Say there was a new Mentality system implemented where murders can affect your characters mentality. Hunters would be least effected, Medics Greatly, Mechanics in the middle. Each character type would have a real world advantage over another, as well its own mentality. I don't mean 3-6 advantages over a different character type, I meant 1-2 this character type can only do, or do better then others. Edit: Also Filo this is the suggestion forums, suggest things! But for your question, you are not forced to take a role, you are given a choice of what your characters background to be, this does not effect your playing experience at all solo, and if you are in a group, you are able to now be more efficient, yes you are making your own character, now with more detail. Do not think of it as classes, instead think of it as character types, does it sound better that way?
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(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 replied to Specter911's topic in DayZ Mod Suggestions
Another response to you. 1. I recently added in my main post that the purpose for exempting out zombies was to bring in a player only reaction others can see to make judgement based calls instead of first looking at their loot to kill them or not. Zombies and animal gutting could be put in due to suggestion I admit, but there would need more signs of what a player has been currently doing to base your opinion on, then seeing them soaked in blood could be from killing others, looting others, or gutting animals. I still exempt zombies as we are not sure what is exactly up with them, perhaps their blood has been drained from their bodies as they had to be killed to turned into effected, and when a survivor dies they die of loss of a blood, or being hit once slightly and ending up as Beavis.(http://www.youtube.com/watch?v=hC3Xz329uJk) As for killing survivors at range, you will not gain any blood, but if you loot their corpse, you will gain 1 blood, which makes you think before you randomly loot corpses. As for it being implemented if this does become a standalone game, or even if not, they are capable to put new things ingame, like melee weapons, pushing them a little bit could make them go the distance where if we never said anything, they never would know that they could of implemented such a thing. 2. The 10-30m thing would of been actually for players, for zombies it would be less, this would only come into effect as I believe if you spawn in an empty town, zombies won't spawn on you, but if you spawn in a town with zombies already in it, yea. It brings up the point again, would you sleep in a zombie infested town? As for your other point, I made my suggestions to be able to be implemented on their own, but if collaborated it could fit others. I.E In another post brought up Hunter, Medic, Mechanic as an example of different character types to start with. Hunter would be able to gather more meat per animal.(Perhaps negate blood gain from doing it aswell) Medic is able to use a newly implemented item that allows you to administer Blood packs and is also able to make wooden splints, anyone could carry it, but only a medic could use it.(Spawns in hospital.) Mechanic is the only one able to repair a helicopter motor, aswell as reinforce vehicles, while other players can do the same as right now, except fixing a helicopter rotor. There could be many more different character types with their own kind of mentality. I.E Hunter is not affected by killing others, Medic would suffer as normally, Mechanic would suffer less then that of a medic. They are examples, but bring alot to the game if we could get them to implement something like this, with many more character types, with their unique mentality, with other mentality related actions that would make your character react. Now tell me that doesn't sound like an RPG idea eh? As for the KoS there is nothing we can do to stop people from killing, no one wants that, there only has to be some sort of incentive to team together, aswell as slight reactions to your character from killing another based on your character's mentality. Its far from perfect now, many people could find things wrong with how I present it, but if you speak out, we can work together to present something out in the open hoping rocket may take notice and see all our ideas combined. 3. Fuck barbed wire. -
The only supposed upside to adding cigarettes would be an item that takes the tool slot that stops the shakes like painkillers but gives you a negative of some sort either through blood loss or a new status effect.
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Better said then others, the only thing that doesn't fit in is giving extra items when you spawn, your heard the community on even giving a melee weapon on spawn, they want none of that, the less the better. Instead you have to go out and find the items yourself, the new medic item would be in the hospital obviously, but only a medic is able to actually use it while everyone is able to pick it up. I think mechanics should be the only one allowed to fix up a helicopter rotor because out of everything you can do in dayz, that is one that seems like you pulled the directions out of your ass to somehow fix. Everyone else can do every other thing we can already do now. Aswell allowing only the mechanic to reinforce a vehicle while anyone else can only fix one, is balanced enough. Though there are many things to be added, for example you should give multiple advantages one set of skills has over another, but these skills must be only team based and not effect solo play at all.
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(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 replied to Specter911's topic in DayZ Mod Suggestions
So what I gather so far is fuck barbed wire is generally on everyone's conscious. But stealthy if you can explain why, how do you feel dreaming is annoying? Perhaps I phrased it wrong, I only call it dreaming to have an explanation for it, otherwise it would just be called a sanity meter. Or if it was for the sound effects that come out when you log in, seems like non issue unless you constantly log into cities or murder in the dozens. -
(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 replied to Specter911's topic in DayZ Mod Suggestions
Obviously I have missed saying things I have thought but forgot to type, but these things happen, let me try to put in whats missing to see if I can go up hill. 1. For blood I meant to exempt zombie's blood as their blood doesn't seem to attract them ingame, even though it could programmed so it could, but then again you don't see zombies fighting each other. With that being said, getting blood on you exempting zombies would only occur if you killed another person in close quarters with any weapon, or have been looting player corpses. 2.For the dreaming, the default 0 murders sound would not be that loud, only loud enough within perhaps 10-30 meter radius, as well it makes you think about where to log off to be safe as if you were preparing to sleep each time you log, same with looting corpses, its make you think if you want to take the chance or leave the corpse be. As for the numbers, they are just something I put up, they are not adamant, as for bandits being able to justify it if you looked close enough above they do eventually get over the screaming if you killed enough players, I thought of it as just not giving a fuck anymore, but it seems to suit what you mean aswell. As with the blood suggestion this one only applies to players, even then the current zombies don't give enough time for the survivor to be bothered by finding out who is deceased, more likely then not, those who thought like that are already dead by hesitation, besides I don't think the survivors know anyone here as they randomly appear on a beach, not sure if there is any story why that is. Your third point is a personal one, its unable to be applied here, perhaps one day there will be different types of mental personalities you can choose from which effect all mental status if any mental status become apart of the game. And damn straight, fuck barbed wire. Will update my post with this relevant info tommorow, tired. -
(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)
Specter911 replied to Specter911's topic in DayZ Mod Suggestions
There is all the reason for adding consequences, use logic. In RL there are dozens, if not hundreds of consequences for killing another person, but here there is not a single one. Everyone kills everyone no questions ask, this is not how Rocket wants this game I know. As for annoying, consequences aren't suppose to be fun, they are to make you think, as for server hopping the scenario you used, meant the prey would of have to stay in the same location for too long, which meant he would of been killed easily regardless, this change is suppose to add immersion, like not sleeping in a house with no lock with murders everywhere. Is your opinion that you would not add anything if given the chance to the game to make it more realistic as it was supposedly was heading toward? Or do you have any suggestions? -
I never said they could see or hear you better, I said sense you. They are looking to better this game, adding Smell would be a logical thing to do in future.
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The thrill of the kill? Transporting psychological aspects into game mechanics
Specter911 replied to Knautscher's topic in DayZ Mod General Discussion
Soap on a rope, there is a lack of females in this world...you never know who is watching. Besides this it depends alot on what the developers can do, I will push them to the limit as I do not know their limits, but when I do I will downgrade my suggestions to their current level, then better them with higher suggestions from then on. Aswell I thought the blood thing as a player only interaction, as you deal with zombies so much you would be at a 20 instantly, besides their blood is everywhere, but survivor blood is a rare thing to stumble upon. -
The thrill of the kill? Transporting psychological aspects into game mechanics
Specter911 replied to Knautscher's topic in DayZ Mod General Discussion
I have gotten other feedback and thought of new ideas of the blood idea, I am going to make a new thread and try to update it, here is current change, and I suggest you keep an eye out for my thread if you like what I am about to say. The blood idea still stands, it is to a max of 20. You will gain 1-3 blood to an up close kill depending on your weapon or how far away, or both, depends on limitations. You will also gain 1 blood for looting a players corpse, only once though per body, but if everyone touches the corpse they gain 1 blood. If you switch clothes you will lose a total of 5 blood, but it will remain on the clothes, so if you put it back on, it is readded. The item that is rare as antibiotics would clean both you and your current clothes that you are wearing. I must make that thread now can't forget this idea. If its good enough, it will gain the attention it needs to reach someone higher. -
Social dynamics and hostile interactions:
Specter911 replied to doitonlan's topic in DayZ Mod General Discussion
CRITIQUE Well I haven't stated the exact reason for both of these suggestions, which I would say if I were to make a new thread. The sound upon entering is for people who log off in buildings in towns, or server hop, this could potentially help stop both of those if they don't get fixed soon, as well as add to realism because who would sleep(log out) in a building with no locks in a zombie apocalypse with murders everywhere, adds slight thought to where you log out. Aswell for the blood, its add some kind of effect of killing others, I know its not the best and its very flawed that you get blood from so far away, but its the only thing that could change the way people play this game, to make your actions actually have consequence while being fair. But you just gave me an idea, thank you btw. What if instead. If you kill someone close range, you get 1-3 blood on you depending on your weapon, and if you check a dead person's gear you gain 1 blood. So if you kill at range, no penalty unless you check, but if you kill up close, or take their gear, you get bloody. This may work. -
[Suggestion] Humanity System Effects
Specter911 replied to GoodRevrnd's topic in DayZ Mod Suggestions
A suggestion I am spreading around, just gonna copy paste it from some other thread, should probably make its own thread soon, but that will be later. I think I got what your looking for. "1. After your initial spawn, every time you log in acts like your character has just waken up. Every time you log in, within a certain radius your character will make 2-4 second sound effect that could potentially attract zombies if your close enough, but would mostly be for others players to hear you if you spawned within a building or are server hopping. It would have a scale, the more murders you have, the louder the sound you make is to players and zombies, to a certain point where it would sound like you fired an enfield. To make it logical, its like the murderer is having a nightmare, as you can't really control dreams and they can take you for a spin, so you wake up making slight pantings at first from your dream to waking up screaming if high enough murders, to just waking up with an insane yell as if you ever get to that point you should be a psycho. And if you kill bandits you start having good dreams, or lessen your nightmare if you have murdered, to the point where it is now, where you make no noise, but it would take perhaps 5 bandits kills and no murders to get to that point. 2. Every time you murder or kill a bandit, their blood is on you, it will attract zombies. Up to a max of say 20 player kills, you would essentially be soaked in blood and would attract zombies constantly around you as if you were firing an assault rifle or M1911. Its effects would be varying depending on how many you have killed, as so would the visual so you know who the murders are, it may even make bandits look bad ass with all that blood on. There would be no fading of the blood, except by changing clothes though that would only reduce your amount by a certain amount of blood murders each time, say by 5. So you could potentially rid of it by constantly changing clothes, but your old clothes if put on would retain the 5 amount upon them. There would be an item that is as rare as antibiotics that would clean all the blood off of you and your clothes." It should reduce the amounts of KoS supposedly, and humanity would be on the rise.