Jump to content

Ultenth

Members
  • Content Count

    46
  • Joined

  • Last visited

Community Reputation

12 Neutral

About Ultenth

  • Rank
    Woodland Warrior
  1. Ultenth

    Why do they run?

    Spear and Magic Helmet!!
  2. Ultenth

    Simple Solution to Banditry

    You must be new here. This game isn't ever going to include "gamey" mechanics like that, it's lame as hell, and not anywhere the mod dev wants to take the game.
  3. Ultenth

    Simple Solution to Banditry

    The problem with any anti-bandit or whatever ideas is this simple: People don't seem to care if they die as much anymore. People server hop or change identities too easily. They know where to go, how to get good weapons and equipment, etc. Death isn't the huge setback it once seemed. And even if it were, people can just respawn, change their character name, move servers, whatever. There is no reputation that you carry with you. I'm not talking reputation like a bandit skin, or whatever else gamey idea people come up with. I'm talking about an actual reputation. Like, people on the server you're on know to watch out for a ghili suit snipe somewhere between Mog and Novy, because you're known to camp out there and kill people headed between Stary and Electro. Like a bandit who stays in business in a real situation would become known. They would be aware of where you worked, and perhaps even your name or how you worked. But because it's all too easy to just change your name, face, server, and die and restart, you always have the advantage of anonymity, no one ever finds the dead bodies you leave behind and tells other survivors about them. Also, because if you know the tricks it's impossible to hunt down a well-played bandit who is willing to exploit the system, it's impossible to really avenge a friend by killing the bandit that killed him etc. He can just DC, or better yet DC then ghost behind you and shoot you too. Until exploits like that and server hopping for loot are fixed, there is really no reason not to be a bandit yourself and shoot everyone on sight. It's unfortunate, but until the game's software reaches the next level of alpha, this is just going to be an unavoidable problem for now.
  4. Ultenth

    This needs to be an MMO!

    God no. I don't want any lame gamey MMO mechanics sneaking into DayZ. We don't need quests to kill X zombies, or NPC's to give us quests or items, God. What you propose is like my worst nightmare come to life. It's already enough of an MMO, if it were bigger with more players and zombie's you'd have to sacrifice some graphics and shooter components to handle all the players. I'd rather have it smaller and more intense, where you can get to know the regulars on a server and have real interactions with them.
  5. Head North from Electro along any road, you should find some animals around the fields by Pusta, the Topolka Dam, and even better, the huge field just before reaching Msta or Staroye.
  6. Ultenth

    Insanity System, combating banditry

    Cus that really happens...
  7. Ultenth

    Insanity System, combating banditry

    In real life, if you were in this situation, there would be great benefits to travelling as a group, so much so that people would generally choose to do so vs. being a lone wolf killer. Currently there is nothing really but blood transfusions (that can be circumvented by eating lots of food) that you really gain by being in a group. There needs to be, for both bandits and survivors to form groups. Forming a group in-game as a survivor is also unduely difficult vs. how it would be in a real life scenario. It needs to be tweaked. There shouldn't be some lame system like insanity, and there shouldn't be something directly punishing to killers (other than perhaps building a reputation as such), but there needs to be in-game mechanics that create things that benefit players to group up for, enough to counterbalance the rewards of just lone wolf killing others for their gear. In short, the benefits of grouping up with that guy you just met need to outweight the benefits of shooting him for his gear.
  8. Ultenth

    Make vehicles more common

    Zombies attack survivors, when survivors get in cars, zombies attack those. Therefor there are lots of cars that are beyond repair because people got in them, then got mauled by Zeds. The few cars still repairable need things to do so. If you ran across a car in real life with no wheels, fuel tank, engine or doors, do you REALLY think you could easily repair the entire thing, by yourself, in a day? The bikes thing I disagree on, maybe you own 5 bikes, but I know tons of people that don't own a single one. And what are the chances those bikes would just be laying around and not locked up inside a garage or house or something? There might be cause to have a few more, but not by much.
  9. Ultenth

    Insanity System, combating banditry

    This is incorrect. The mechanics for this are actually out of game, via real life contacts, skype, forums, etc. As is, there is almost no chance for a new player on a new server to be able to find enough people in game that won't kill him on sight in order to start a group large enough to combat bandits. And even if they did find a large enough group, that bandit would just DC and ghost to somewhere else, reconnect to the server and start sniping them. Without a system like Walky Talkies in place, there is no way for a random survivor spawning on a coast somewhere to do what you propose. So yeah, that's how the problem should be solved, by players, but currently such a thing is not supported in game properly like it would be if this were a real life scenario. As for the question posed by Lady Kyrah, there isn't one, except for the fact that the player having his day ruined has little to no chance to return the favor to the bandit hiding on a hill in a ghili suit with a sniper rifle ready to DC at the first sign of trouble. There is no Action -> Consequence chain for being a bandit at the moment, and there needs to be or there is no reason NOT to be a bandit, which creates a very unrealistic social enviorment in game. Having bandits is perfectly fine, I would even go so far as to say it's integral to the DayZ experience. But people should realize that currently it's broken as to the benefit of being a bandit vs. the benefits and sheer ability to form cooperative survivor groups, and it needs to be tweaked.
  10. Ultenth

    Radios/Walkie-Talkies

    Heh, obviously not, as there are about 109578105983 threads about it, and it is mentioned in about 129357185 others. It's an extremely widely requested feature. +1, good idea, just such a good idea it's been suggested tons of times before.
  11. Ultenth

    Alternative food sources

    The whole point though is that some of the things can be dangerous to eat, or require a certain tool you need to carry on you and take up space. Yes if a skill system was ever intro'd that would be cool. But in the meantime getting diarrhea and thus dehydrated, or vomiting and losing your food, or even full on food poisoning or death or unconsciousness if you eat the wrong thing. I'd rather have in-game reprecussions to eating the wrong thing overall, as opposed to a system where you skill up and your character just "knows" what is the right and wrong thing. I think having to actually apply real-world knowledge would be a great addition.
  12. Ultenth

    Insanity System, combating banditry

    Sorry, but mental health doesn't work that way. Mafioso kill people all the time for trivial reasons IRL (not just taking that info from movies btw) and can still lead fairly "normal" lives otherwise. It doesn't inhibit them physicially, if anything it even makes them more predatory and dangerous. Sorry, the system is "gamey" and doesn't have a real-world mirror that is close enough to explain it's existence. Players need help creating their own in-game solutions to banditry, not some faux system that is forced upon them by the game and would never exist in real life.
  13. Ultenth

    Camouflaging vehicles/keys & lockpicks

    I support this idea, I think that keys and lockpicks would be a very interesting addition. But, with a crowbar I should still be able to pry open a trunk or smash out a window, but if I wanted to use the vehicle myself after it would need to be repaired of course. Being able to hide it under cover would be cool, but you would have to go collect lots of wood piles or something of that nature in order to do so, which should take quite some time to properly hide the vehicle. A giant lump of wood will still stand out quite a bit though if seen from the ground, since there aren't really any proper large bushes, only trees.
  14. Just like in real life if Z-day occured, you're very unlikely to have a weapon readily available. Also, not having a weapon prevents new players from griefing each other, and also prevents players from constantly spawning new players and zerging another player who has made a stronghold and slowly whittling down their life with their newbie weapon. No no no no no. No "gamey" solutions, if you want to suggest an idea, there needs to be an in-game and realistic (preferably player-driven) system behind it. No "You can't shoot other players in this area because we said so, even if you could easily do it in real life". Burning fires would go out eventually, streetlights would have a hard time staying out with no power structure because everyone that maintained it is now a Zed. I do think it's a bit dark, I can see very very well in the dark outside, even on overcast nights. I wouldn't be opposed to a slight lightening at night, but very slight, unless it's a moonlight and starry cloudless sky, in which case it should actually be fairly easy to see at night. Who put those crates there and why are they out there? Want to find something in the wilderness, stumble upon a deer stand, or a player hidden vehicle or tent (it does happen) and take the stuff out of it, there are also barns or other buildings scattered throughout near the wilderness. And most gear is NOT surrounded by zombies, just learn to crouch or prone walk when you have to. Zombies are silly easy to avoid if you're patient and willing to be stealthy. Sprinting into town and into a building to look for stuff wouldn't really work in a zombie infested area IRL, why should it in game? The only way large area in game chat should ever exist is if walkies were put in game, and even then there should be a certain range, and a battery life. Again, in game chat is a "gamey" system that makes no sense to be there without an in-game reasoning, otherwise it shatters the hardcore realism of DayZ, which is what led people to the game.
  15. Ultenth

    Radios/Walkie-Talkies

    For the love of god, use the search function already.
×