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Everything posted by fish911503
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Well maybe enough to significantly slow down the onset of the skin and ear buzzing but not enough to avoid it.. Otherwise it defeat the whole purpose.
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Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
Looks like a cool game. Do you play it? -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
Right, well one thing could be that the "key" or whatever could be assigned to the clan itself and not a player. That way the first clan member to log in has the key. Once more than one member is in the key could be traded around. Also the idea was that there be some time limit as to how long the clan could be offline before power goes "up for grabs". A few days or something. Also something to stop them from just having someone log in for a minute then split. This will stop clans from dominating a server then just moving on to another. This was someone elses suggestion not mine.Lastly I thought that technically it COULD be possible to "break into" the headquarters while the clan was offline to loot and damage it but with the security systems being far more advanced than others in the game it would "cost" huge amounts of a players resources and possibly death to do so. This would naturally discourage other players from attacking while no one is there because the physical cost is so high and they wont actually be able to seize power -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
Nuh uh cuz all the windows will be broken :) -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
They still make them...you're just not supposed to use them on people -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
Right....or maybe they have to collect parts to repair a power supply system which will generate "available kilowatt hours" Then they can produce stuff only as long as they have the energy\power. Or something like that....Just a more extensive base building\management tool set than the regular set everyone else gets. -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
I've never played it...don't know much about it. I heard Rocket talk about Capital Ships and that being an inspirationfor him to implement base building. But like I say take it further by giving advanced fort building options to whoever holds the....key, flag, capitol building, ring of power...whatever. Does Eve have a ruling clan mechanic like that? -
Death needs penalties. Suggestions welcome
fish911503 replied to Rising (DayZ)'s topic in DayZ Mod Suggestions
I think it's not possible to give death any more meaning than it has...I mean you lose everything..what else can be done? I think murder should be made more meaningful.....this would make getting geared up much more difficult for alot of players and curb the KOS a little.. -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
True....some core changes would have to be made in terms of server control and support for clans/teams. But the admin abuse thing at least needs to be addressed regardless and hopefully will. -
Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
.C'mon.....for clan members it already is. A member gets killed and his buddies just go pick himup at the coast and re-gear him. So the permadeath dynamic would not be changed in anyway by implementing this. -
It's only another $15 or $20 dollars or some equivalent of that. If you hadn't purchased ARMAII CO and DayZ came out and cost $40 would you buy it?
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Sandbox, Team Based, Empire Building In Standalone
fish911503 replied to fish911503's topic in DayZ Mod Suggestions
Good point....yes maybe if they don't log on to that server for a determined amount of time...power is "up for grabs". Or maybe electricity can only be generated and stored while clan is online. Their stored electricty is what powers their security systems So if they don't log on after awhile their security goes offline and power is up for grabs. -
Even in the basest forms of carbon based life there are rules and orders and hierarchies. When these "phenomenon of order" cease to exist the host organisms self destruct. It's naive to think even a virtual world could survive for any extended period without some semblance of class, hierarchy and rules. No known organic system has ever subsisted without these things. They quickly devolve into chaos and self destruct. I'm just sayin' ;).
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Apologies If I'm regurgitating said Ideas....:) Underground fort building is a great idea and Evil Genius was a great game. I also loved Sim City and Age Of Empires too. My suggestion is to combine all these elements into DayZ and create the most fucking awesome online, persistent, First person, team based RTS\FPS ever. Possibly the first of its kind. Here's my thoughts on some details. So you start playing DayZ. You run around collect some gear, "survive", shoot some shit...then what? You join up with or form a group, run around collect gear shoot shit...then what? Well hopefully (soon) you build an underground base with security systems and agriculture systems. You defend it, collect gear, shoot shit, attack other guys fort....then what? I feel DayZ could be turned into absolutely the coolest fucking game ever made by taking this fort building\resource management to the next level. First Thing...A clan\friend\family system will need to be integrated into the game. This data can be collected and used to implement the following sort of thing. 1. Put a structure or object into the world that when captured (and while held) grants advanced fort\city\resource management mechanics to the clan controlling it. Like a giant, persistent game of Capture the flag. a. The normal underground fort building mechanics would still be there for ALL players. But to the clan holding the "flag" (maybe a government building or something like that) To the clan holding the "flag" more advanced RTS City management option become available. Things like....smelting and forging (ammo & vehicle parts manufacturing), infrastructure (power grid, and plumbing for clean water) Advanced agriculture options. Advanced skins and vehicles (police and emergency services) The possibilities are great. Take the bits that can fit into this context From games like Sim City, Age Of Empires, or any other cool RTS games. b. The World Is Theirs...If the clan is capable they are free to expand their area of control as far as they can. Of course other players\clans are free to attack, resist infiltrate, subvert or use any means to wrest control away and into their own clans hands. Or Alliances can be made (and betrayed :) woohoo). So much possible fun. c. Ruling clan or clans (maybe there's more than one "flag" to be captured) can still do what They want. Terrorize with death squads, oppress and horde or... Provide a "safe area" for social interactions and trading, medical services, ect... I think this has lots of possibilities and will never get boring. The ruling clan or clans are busy managing their power and fending off attackers. While the rest of us can plan revolts, form alliances, and build secret underground base camps from where we plan to overthrow of government. Blood feuds will form, hatred and Jealousy's fester. Dynasty's may come to power. Uprisings, rebellions, sabotage & espionage, betrayal..... All Out War!!! Oh yeah, and lets not forget on top of it all Zombies & and infections that are an actual threat. ///////////////////////////// '/////////// /////////////////////////////// Now I have a second suggestion which I'll mention but not go into details about in this thread. It has to do with the morality\humanity mechanic. I know this is a hot topic but I feel it's important to the game. First of all, lets face it....this a game so death will never have any meaning. I'll just go refill my coffee and start again. It doesn't matter. But I think murdering SHOULD matter. Murder is a serious action and it has social and personal consequences. I think it would be cool to somehow code this into the game. The "humanity" mechanic. It COULD add a new level of authenticity and immersion. While it maybe less labor intensive to implement, this is a much more complicated mechanic than "Empire building" and it has been discussed ad nauseam. But it's something Rocket is trying to Work out so I'll give my suggestion and try to keep it constructive. I will write it and post it in a separate thread. //////////////////////////////// //////////////////////////////////// If you like the Ruling Clans idea please respond, make improvements and bump this so it maybe gets seen by someone who can try and make it happen :)
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So sitting with this for awhile I realize a major flaw. What happens when the ruling clan is offline (most of the time).? I have some Ideas. Im gonna think about it before I post
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There is a suggestion....top of page two...it just took awhile to gel. I did repost it though as a new thread so delete if you want.
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Yes actually there is....c'mon man it's only two pages long....you can't be bothered?
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People who complain about DayZ. STOP.
fish911503 replied to yumey95's topic in DayZ Mod General Discussion
Awhile back I was going to start a troll about adding rainbows to DayZ......I didn't. Then I actually saw a Rainbow in DayZ....holy fuck....Ha ;) -
I think it's butt strike..;)
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Cracked me up.....:)
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Maybe...Up until 4:29pm PST today it was merely suggestive. But it has now grown into a full blown suggestion. (see long post above :))
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You sure you're posting in the correct thread? Your comment doesn't seem relevant.
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Thanks again for the thoughtful response and for correcting me. So if Anomy is no morals, rules, order, and Anarchy is the opposite as you say, then Anarchy is NOT an example of life subsisting without rules, order, hierarchy, ect....but Anomy IS. Honestly I had never heard the word Anomy before and somehow managed to glance over it reading your post. Ahhhh...finally my suggestion becomes clear to me. I knew I was posting in suggestions for a reason I too. wouln't want "government" imposed on DayZ by the Developers....But I would love to see some simple (or not so simple) mechanic\tool for US to implement it in the game world. Maybe a structure or object...that when captured (and while held) grants something to that clan or group. A supply or resource maybe....nothing too powerful but something. Maybe some city building resource....Some sort of SIm City style system within DayZ...that could be fun.....I'm just thinking. Where as everyone in the game world could easily get resources to build crude bases The ruling clan could have access to things like cement, smelting, and advanced resource management. And they could do what they wanted still.....they could oppress and hoard....or provide a safe haven for social interaction and trade. I don't want anything handed over easily....but a tool....something refined....Think of it. Power struggles, rebel assaults, all out war, reigning families...the possibilities are great I think. Really give us controls to shape the game experience in a dynamic way. The description of a massive, persistent, first person sort of Age of Empires. But true to it's current state stylistically and much, much cooler comes to mind. \\\\\\\\\\\\\\\ Something much more complicated I feel is necessary is some morality mechanic. The game was after all meant to be about, survival and inducing emotional response. So I feel something needs to be coded in here. There is no way to make "death" meaningful, it's just a game after all. I go refill my coffee and start again, but we could make murder meaningful. It would be complicated yes. I have some ideas but I wont talk about them now. Anyway my original post was really about me being afraid in a way. Me being afraid that if the state of Anomy (thanks for that word :)) in the game world currently doesn't shift to AT LEAST a state of Anarchy...then the project may suffer as a result. I think, in a way, it already is.
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Thanks....but I think you've mis understood me...tell me. .WHERE has anarchy succeeded\subsisted? Where has anything anywhere subsisted in a state of anarchy? Eventually ORDER (in some form) returns or the thing collapses. Always. Anarchy is Chaos and i addressed it in the OP....Chaos is always temporary...It has to be because LIFE as we know it, from muons to galaxies, by its very nature, IS organized.And as for your final question...How will WE, without Rocket (leader) organize ourselves? IDK. but we will..because its who we are and what we do by our very nature.....or we\it dies. Anarchy literally means without a leader . But lack of leader doesn't mean there are no rules, order or hierarchy. At least not for long.
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Did they release a new patch? Can't connect to home server.
fish911503 replied to Muncywolverine's topic in DayZ Mod General Discussion
Here dude you can have MY beans. What? A can opener? Sure. Here ya go.:) Huh? A spoon? here. :/ A bowl too huh?