Ultenth
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Everything posted by Ultenth
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Spear and Magic Helmet!!
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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.
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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.
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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.
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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.
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Cus that really happens...
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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.
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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.
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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.
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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.
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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.
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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.
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Camouflaging vehicles/keys & lockpicks
Ultenth replied to terraknight's topic in DayZ Mod Suggestions
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. -
thoughts from a brand new player on how to make this more fun for new people
Ultenth replied to 343guiltyspark's topic in DayZ Mod Suggestions
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. -
For the love of god, use the search function already.
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A simple solution to "Disconnecting to avoid Death"
Ultenth replied to t0pz's topic in DayZ Mod Suggestions
Pulling a plug is very easy, and if it's something you plan to utilize you will take steps to make it even easier, like putting your modem next to you, or putting your USB wireless adapter on the front of your tower. Even if that's not the case, there are times when I alt-tab out to check a website (like this forum) and come back to a crashed game. There is no reason to suggest that instead of alt-F4'ing, that I can't just end task on the program instead, which would appear as a crash. Again, there has to be a solution out there for this problem, but it's not this. -
A simple solution to "Disconnecting to avoid Death"
Ultenth replied to t0pz's topic in DayZ Mod Suggestions
The whole "staying in game frozen" thing would NEVER work. Players would die and lose a weeks old character simply because of a thunder storm or a child tripping over a power cord. If you think the complaints on the forums now about other players using DC'ing to avoid zombies/pvp or ghosting in PvP, it's nothing compared to the rage that would occur when people start losing long-life and well-equiped characters from uncontrollable disconnects. There is a solution out there, but it's not this. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Ultenth replied to Time Glitch's topic in DayZ Mod Suggestions
Just like in real life, surviving alone SHOULD take a lot more work than doing it as a group. In a group you can pool skill sets, keep watches while others sleep, haul more stuff, etc. etc. Currently the game seems to encourage more solo play than it does group, and that does not accurately reflect the enviorment the game purports to take place in. -
How to end Ganking, and support Honor [ v ]
Ultenth replied to Arainasc's topic in DayZ Mod Suggestions
I disagree that we need to be able to spot them. It should be as you said by reputation. And not even by name, what bandit will go around telling people his name? It should be "Hey, avoid Stary Sober, if you see a guy in a Ghili suit there he is probably xL33txkillerx and will gank you." Again, just like in real life, a person who robs people in this scenario wouldn't walk around wearing a black mask and carrying a skull and crossbones. The idea of having to gauge how much you should trust someone is an INTEGRAL part of the gameplay experience. Is it really just a helpless noob who started playing today? Or is it a bandit that is going to use you to help him get free stuff, and as soon as he gets a decent weapon will kill you and take your stuff? The not knowing, the tension, the distrust, the EMOTIONS is very important. And when you find someone you CAN trust, it's an equally wonderful feeling the other way. Playing together with them for a few days in a row, going through trials and tribulations, then watching him bleed out from a bandit or zombie as you prepare to get your revenge, all these are the things that make DayZ worth playing, and cannot be removed. His whole point is that yes, some people would kill for a can of beans. Hell some people IRL would do that in the right circumstances. But, the ratio of people who choose that route is too high, simply because there is no reward or punishment to deter that. The rewards and punishments should largely come from the players, but there is no reason the game cannot help them by providing the tools to entice them down those paths. Just like in real life, there should be benefits to working with a group and doing the "you scratch my back, I'll scratch yours" thing. Currently as-is, the game does not accurately simulate those aspects, and more than anything that should be what the focus of suggestions should be. -
I would also love to see a better balance between speed of zombies vs. number of zombies. Bigger hordes and more HP, but without the crazy Usain Bolt running from an alligator sprinting everywhere.
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How to end Ganking, and support Honor [ v ]
Ultenth replied to Arainasc's topic in DayZ Mod Suggestions
Interesting, while I support your goal of encouraging group play and honorable actions, I'm VERY opposed to using any "gamey" solutions. Unfortunately unlike in real life where your own physical body is at risk, creating a real social contract between players to treat each other as they wish to be treated is very hard to do. Even in real life many people don't act that way anyway! I'm not sure what the solution is at this point, but it's not something as MMO game-like as this, sorry, there has to be a better way, like things you can only get/do with other players, like building a base, or farming, or making food not spammable to eat so you are forced to have someone transfuse you or stay low blood all the time. Something. Just. Not. This. -
I would love to be able to break open a dead tree trunk and find some insects to eat or shoot a squirrel and roast it (would need to kill two to make one meal?)
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Search function, why does no one on any forum ever use you? You're so lonely and underutilized, if only someone would type in and click you... :(
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Or even better, I should be able to milk (after checking the sex of course) a cow/sheep/goat. Should be challenging, and you would need a bucket, but still, would be interesting.
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MP5SD mags convertable to M9SD and vice-versa
Ultenth replied to spankimus's topic in DayZ Mod Suggestions
Exactly, but where are you getting the extra clip for the gun you're using? Because otherwise if you ran out of ammo you would need to sit and slowly reload that one clip over and over each time while in combat, but instead you can simply slap in another clip you pulled from the ether. Unless you just have extra empty M9 mag's laying around all over? But really though, would be interesting if you could keep empty magazines, then fill them with similar rounds like anything 5.56 or 9mm or 7.62 being covertable if you have an extra clip to put them into (and some time to make the conversion.)