SpeechMan
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Everything posted by SpeechMan
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Remove Spawn Timer when joining same server.
SpeechMan replied to Sir Schmoopy's topic in General Discussion
I don't mind the 5 minute wait. But currently I'm stuck inside a wall and this is my fourth relog to get out from there, you do the math. That said, even though the system is there to prevent exploiting, I agree with OPs opinion until getting stuck inside walls is fixed. Or they could give us some other way to get unstuck, maybe some /unstuck system? -
If you look at the Chernarus+ map, you can see a pattern where all the worthwhile loot areas are. Basically it forms a circle, with bunch of nothing in the middle. My suggestion is to change the new character spawn areas away from the coast and into the middle of the map. Multiple things would be gained: - By starting the game away from big loot centers (Cherno, Elektro) it would make gathering equipment last a bit longer. - Finding out your exact location after spawning would be lot harder without the coastline visible. - Spawn killing would be harder since spawns could be moved to forests instead of wide open coast. - Overall population spread would move away from big coastal cities and more evenly around the map.
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This thread: http://dayzmod.com/forum/index.php?/topic/126875-zombie-killing-incentive/ Got me thinking more about the issue of meta-gaming. For me, meta-gaming was something that pretty much killed DayZ. My gaming experience went something like this: First, after spawn, I saw a town. I headed into the town, trying to find open buildings to loot. A while later I started to recognize buildings that have loot and was able to check towns from a distance to judge wether I should go through the town or just go around. From this, it was an easy step to have mental list of which towns are worth entering. After that, I was in a situation where after spawning I immediately knew which way to go to get the best loot. And currently, I spawn and take almost direct route to NWAF, only detour is for a supermarket to get some survival gear. Combine this with learning how to deal with zombies and that's about it. As far as I understand, the SA already have few mechanics to help the situation: 1) Loot will be spawned by server, so you can't farm the loot spawns anymore, forcing you to spread out. 2) The map will have different loot spread out more evenly. This is good, but I thought about little more. So here's the actual suggestion (and sorry for digressing): Simply put, locked doors. Limiting our access to some buildings. First, the reason: The door is locked because the resident of the building had time to leave before turning into infected. Simple, but effective. They took with them most of their posessions, but had to leave some behind so they locked the door. There are 2 ways of opening a locked door. Either shoot it out or find and use lockpicks. Both have their downside. Shooting attracts zombies but lockpicking needs the tool, takes longer and leaves you exposed during the progress. And before someone brings up that mythbusters clearly showed that you can't shoot the lock to open it, we just need to have the doors locked with padlocks. Those you can shoot open. In the end this will give us more to do and think about when looting and also make loot a bit harder to get/making loot divide more evenly across players.
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Dynamic Objects (not Dynamic terrain)
SpeechMan replied to m.w. vindicator's topic in DayZ Mod Suggestions
I was thinking about something similar the other day. However I got stuck wiht an issue and couldn't find a solution: What happens when someone logs off in one of the spots that these wrecks appear and when he logs in he finds himself stuck inside the wreck? -
Well, no. But then again, if you think about minecraft, that might kind of work. For those who live under a rock, minecraft has very few achievements that are placed sequentially, so you have to complete achievement 1 before achevement 2 becomes unlocked so you can go for it. Secondly, the achievements are personal. No one ever sees what achievements you have completed, so it's just fo yourself. There is, however, the sometimes annoying popup box telling you when you have completed an achievement. So, add achievements, make them sequential and give us option to disable those pop-ups (default is off). Then simply add achievement button to pause menu so you can check your progress. To make it even better, make the achievements reset everytime you die. I personally don't care about achievements, but I know some people do, and this way we can give something for everyone. Those who dislike achievements can just leave the popup option off and forget they even exist in the game.
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I think there's one issue that really needs to be brought to this discussion and that's meta-gaming. Problem with player progression vs. character progression is that when it's the player that makes all the progress, it makes death meaningless. Not completely, but partly. Let's take a hypotethical example to better explain what I say: NOTE: This example is purely hypotethical and does not try to say which mechanics are or should be in game. Let's start with character progression game: A Player finds a makarov that is jammed,so the player needs X amount of experience to be able to disassemble, clean and reassemble the gun. If you want a system that is less arbitrary, maybe you need to find a handbook that shows you what to do. To make things harder you need to have both the weapon and the handbook at the same time to be able to learn the skill. Player progression game: Playeer finds a makarov that is jammed. Alt-tab, open wiki, look for instructions, back to game, fix the gun, start shooting. After a while you can even skip the alt-tab phase. I'm in a hurry so I can't elaborate more, but hope you get my point.
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Building my own pc. Need to discuss specs.
SpeechMan replied to Althoretjs's topic in Technology/Programming
Get SSD drive, it'll be well worth the money. As for the memory. Stop looking at Mhz and buy one with lower latency. I wasn't able to check your GPU link, but if possible, go for an overclocked model. Otherwise, that's pretty close to my current rig and I'd say it's pretty good. -
As we've been told, the new inventory model will be a series of containers, meaning that every item will have inventory slots to use. My idea basically, is to group these slots into 2 categories, primary and secondary (you might wanna think of better names). Primary slots are places like jacket pockets, belt pouches, etc. and secondary slots are slots like backpack. The idea is that items in primary slots can be used right away, but items in secondary slots need you to stop and open inventory management to use. Couple examples to make this clearer: - A compass, if you have it in primary slot, you can just press the compass hotkey to see you heading (similar to current DayZ mod system), but if it's in secondary slot, you need to stop, open your inventory and navigate to backpack to bring up the compass - Similar thing with clips. If you have a clip in your primary slot, you can just press the reload button, but if it's in secondary slot, once again you need to stop, open inventory, open backpack and the drag the clip to your weapon.
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Come to think of it (along with couple cups of coffee), this propably wasn't as much a suggestion as I originally thought of. Instead, it's something I thought about and wanted to make sure is in the game since it's IMO something that will have a great impact on making the game feel right. And it's also partially because I just can't wait for the SA to be released.
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This may be a bit late, but in case the chernarus plus map is still in progress, here`s a little idea. How about adding a garbage dump. Here are the key points about the area - A relatively large and flat area with garbage mounds that form small hills - Large zombie population, drawn there by the smell of decaying flesh and rats - In terms of Dayz mod, the whole area serves as a huge residential and industrial spawn. So it`s a good place for food, clothes, tools and vehicle parts. Since the area is a good spawn area, it would be a worthy place to visit. But at the same time the large zed population and lack of cover makes it very dangerous. And finally something that might not be possible with the engine, but would be cool, a system copied from a few years old MMO called Xsyon. Instead of simply finding items from the area, all you would find are garbage bags etc. Which you then have to sort to find out if there is actually anything useful inside.
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Let me start by saying even to me this sounds quite stupid at first. I mean, whole area is destroyed, there's nothing left of the civilization, so how could there be power for the lights? But then again, there are lot of things that doesn't make sense, so maybe it wouldn't be so bad to just one more. Just think about how it would change the gameplay. First point is that I'm not talking about complete illumination here, instead just a few streetlights in cities and towns along the main roads. I actually got this idea one night when I was playing DayZ and went outside for a smoke. I looked around and saw areas illuminated by lights and deep shadows in between and started thinking about how easy it would be for someone to hide in the shadows watching me (a bit paranoid thought there). Now, let me list how this would affect gameplay: 1) Night servers would be repopulated. Like it or not, currently night time servers are pretty empty, with just a handful of people with NVGs running around scavenging. People without NVGs tend to switch to daytime servers rather than scampering around without seeing a thing. 2) Night time scavenging would become harder. Currently during night scavenging is just too easy, especially if it's also raining you can just leisurely stroll around cities grabbing what you need. With streetlights it would become a whole new experience trying to stay in shadows while navigating through towns. As far as my gameplay experience goes, this would mean a lot, cause currently I spend daytime looking for camps and night time gathering supplies in towns with very minimal risk involved. 3) NVG would lose some of it's edge. During night, NVG gives players too much advantage. If towns would be illuminated by street lights, NVGs would be useless there, greatly reducing the edge. NVGs would still be extremely useful when wondering through the forests, so they wouldn't become obsolete. 4) Change the life of the sniper. Instead of just equipping NVG, the sniper would instead have to keep his/her aim in the illuminated areas trying to find a player straying away from the shadows or accidentally silhuetting against the illumination. 5) Flashlight would finally have some use. If you turn on your flashlight in the pitch black night it's like a beacon to everyone looking in your general direction. But if you turn on your flashlight in a town already having few light sources (and if you don't move while doing it), you might just make it without being spotted. So in the end, although veering away from the realism standpoint, adding streetlights would IMHO actually add an interesting new element to the gameplay.
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Really?? You have no idea how pissed I am
SpeechMan replied to martink8190@gmail.com's topic in DayZ Mod General Discussion
You think flipping ATV is annoying? How about this: I spent several hours fixing a heli alone. Actually died a couple times and had to run all the way to NEAF and gather all the basic stuff. Finally when I got the thing going, flew around for like 30 minutes and decided to go check Cherno. For some reason as soon as I entered cherno, all the people there started shooting at me. Took a couple hits and decided to leave for repairs. This is when stuff hit the fan. I landed on the roof of the factory, got the parts and did the repairs, but when I entered the chopper, there was no fuel. 1/3 tank of fuel just disappeared. So I though I'll just refuel the thing. Spent quite a long time running the stairs up and down carrying fuel, just when I got enough so I could have moved to better refuelling point, the fuel just disappeared, AGAIN! -
I think this more of a stuff for SA, but maybe this could be added to the mod as well. The last couple of days I've been playing there's been a lot of vehicles available, thanks to the lower player count. So I've spent my time repairing these vehicles and noticed one thing, wheels are rare, sometimes a bit too rare. So here's what I think should be done: Make wheels more common, but make jerrycans a lot harder to find. Wheels should still stay relatively rare, but since you need 4 of them to fix a car, they should be a bit more common than engine parts. Now it's easier to repair a car but harder to fuel it. Next, give us the possibility of refueling using canteens. In addition to making refueling take a longer time, putting fuel into canteen would change it into "Water bottle (ruined)", so it couldn't be used for water anymore. Of course, this would mean that filling a container with fuel would need to be done through right clicking in the gear window instead of the action menu to give us control over where we put the fuel. That change would also have the effect of making filling containers take longer time, which in my opinion is a good thing. As a added bonus, it would be great if jerrycans would degrade over time/use, but I think that's only possible in the SA, not the mod.
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Few days ago I found a car Vyshnoye that was missing a wheel. So I run to Mogilevka that has: 2 medium industrials 3 low industrials 1 medium farm 1 low farm In total I spent over 3 hours running around the area, emptying spawns and waiting new loot to spawn. Got a jerry can, engine parts, even main rotor assembly, but couldn't find a wheel. This wasn't the first time this happened, few weeks ago I had similar situation in Berezino. Also a while ago I was in the factory near Orlovets, found engine parts, toolbox and fuel pretty fast, but had to empty the loot piles a few times before getting a wheel. I'm not 100% sure, but it seems as the wheel has the same spawn value as engine parts. Basically this is right, but the problem is that wheels have a lot more use. You need 4 of them for the repair and they are also the most common part to get damaged. Or maybe I have just a very bad luck, but even when I was repairing a heli, I only found a few wheels while gathering all the required parts for the heli.
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When playing DayZ, there are 2 things I like more than anything, tents and vehicles. For tents it's simply because they allow me to stay away from actual zombie areas and instead roam the forests and loot stuff that people have worked hard to acquire. As for the vehicles, it's just that I love them, both IRL and in game. So, since I like those 2, I'd like them improved. Let's start with the tents. Current tent system is a bit too limited, so I though of expanding it a bit. In addition to tents we need stashes. Stash is exactly what the name implies, a (almost) hidden place you can put stuff in. First you need either hatchet or knife to create the stash. When you have either of those, you can go to any spot outside buildings or paved areas and create stash. Once created, it will disappear in one hour unless there are items inside. Empty stash will be just a little pile of sticks and foliage, but as soon as you start putting items inside, it starts to become bigger and more easy to spot. Another downside with stashes is that every hour there is a possibility of loosing item stored there. Therefore it wouldn't stand as a long time storage like tent. There's of course the possibility of adding items that would lessen the possibility of item loss (different bags, etc.). So, the stash system would not replace tents, since tents are still there as long term storage, but instead they would add to it by adding a short term storage that could be created easily. Then to the vehicles, the idea of vehicle breakdown. This is actually an old idea of mine, but I couldn't find any post about it, so apparently I never posted it here. When you drive your car around, there would always be the possibility of vehicle breakdown. If possible, the game should track the time or distance driven since the last repair and base the possibility on that. There would be 2 kinds of breakdowns, minor and major. Let's start with minor: Effects: Vehicle speed reduced to something like 10-20 km/h When driving the engine would take constant damage. Very, very slowly, but still some. Increased possibility of major breakdown. Fixed simply by using a toolbox to fix the car. Would take something like 15-30 secs. Then the major breakdown: Effects: Vehicle would stop Vehicle would let out a cloud of smoke. Not quite as visible as the one that comes when a vehicle is destroyed, but something similar. Fixing would require a toolbox and engine parts and would take longer, maybe 45-60 secs. There's also possibility of adding new item "spare parts" to be used for repairing or another possibility of making the item required random (Engine parts/scrap metal/spare parts/empty can) (Empty cans can be used to fix exhaust damage IRL)
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Vent and Teamspeak does not work in game... Why?
SpeechMan replied to xxxxAnThRaXxxxx's topic in DayZ Mod General Discussion
I'm not 100% sure, but I've noticed that when you start ARMA2 it forces your keyboard into US layout, so that may be causing the PTT not to work if the key you're using changes when the layout switches. -
This is great news! Congratulations rocket! Only thing I'm bit worried about is the fact that the development of the standalone and the mod will continue simultaneously. For me, at least after the point where we can buy DayZ alpha, this seems like innecessary splitting of resources. I understand many people would be angry if the mod development was stopped, but on the other hand that would free up resources to make the standalone better and with the suggested "minecraft style" release plan with cheap alpha, that shouldn't be an issue with anyone. And BTW I did buy Arma 2 and OA just for DayZ, but do I feel scammed? With over 100 hours played, NO! I've bought several 50€ games with a lot less playing value.
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My friend an I have been doing quite well lately. We have survived a lot of though situations and even in the case of death it has been just one of us, so the other has been able to guard the body or save all all the really important loot. The trick to our survival has been the hatchet. My buddy wields a revolver and a rifle, but I use a revolver and a hatchet. Whenever we go to loot someplace, the tactic stays the same. I go in while my buddy watches my back. Here's the problem, zombies are where the loot is. That means that before you can grab any loot, you need to kill the zombies. With a gun this creates additional problem where when you shoot one, two more come running towards the sound. But because the hatchet is completely silent you can just hack away the zombies as much as you like. Having the hatchet as primary, I don't even fear, or even respect, the zombies anymore. If I see a zombie cutting across my intended path, I just stand there waiting for it to come close and then just before they see me I kill them. If I see a bunch of zombies in front of a building, I just run inside and when they come after me I kill them. Even though I end up losing some blood, it's easy enough to get some meat and fill it back up. Only problem I've faced is the fact that zombies break your legs and morphine is hard to come by, but even that means that after raiding a single hospital I can spend days before the morphine is used up. So, the hatchet is completely overpowered. But what would happen without it? Just thinking about trying to raid a simple industrial shed (the one with the garage and another room) without the hatchet leaves me baffled. There are always few zombies inside, but shooting them would cause other zombies to come running. Even worse, the doors are often closed, so to open the doors before taking a shot would mean you go close enough to get aggro. Something needs to be done. Unfortunately, I have no idea what (if I had I would have posted this to the suggestions forum). Every idea I have creates more problem than it solves. If you make the hatchet make a sound, it either becomes useless or alternatively the sound is so silent it won't make a difference. If you remove zombies from indoors, you create a situation where the looting once again becomes too easy. One possibility would be to make it less powerful and/or less durable. It already has an ammo count so maybe make it have only 100 "swings" in it. In addition to making the hatchet loot precentage significantly smaller. Anyways, I see the hatchet enough of an issue to stir up some discussion and maybe create a solution that would make the hatchet less overpowered while still remaining useful.
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The current system isn't bad, but it is woefully simplified. There could be so much more survival aspect added to the game by revising the system, so here are my suggestions: Let's start with drinks. 2 things about them: 1) Drinking something shouldn't quench your thirst completely. 2) Drinks should have different values of how much thirst they take away. I'm thinking something like water 50% and soda 20%. With current 2 types of drinks (water and soda), that's still quite simple, but by adding few more drink types it would quickly become interesting. Then the food, this is a bit more complicated but I'll try to explain it as well as I can. First, same thing as with drinks, not all food would fill you up 100%. Second, more food types. Here's what I had in my mind: 1) Ready to eat foods. Some canned foods like fruits etc. Would fill you up like 25%. 2) Unprepared food. Raw meat and rest of the canned foods. Would fill you up 20% but there would be a chance of getting infection, shock and/or pain. 3) Cooked food. Basically the foods mentioned in #2, but after they have been heated on a fire. would fill up 50%. 4) Trekking food. I'm not sure what the real english term is for these, I'm talking about the little bags that you can buy from outdoor stores to which you add hot water. These would be unedible before prepared and would need a fire and bottle of water to prepare. Would fill up 100%. Third, new way to heat your food. We have fireplaces and I'm not sure but I think that you can use the burning barrels to cook meat. In addition to these add trekking stoves. These would give the possibility of heating food in the forest without the whole forest becoming illuminated or a huge tower of smoke showing your location to everyone. To make these even more special, they would need fuel, so you would need to find the stove and keep it stocked up with fuel. Fourth, referring to food types above, all of them would need decay timers. If you heat food, it shouldn't stay heated longer that 30min or so. 1) Ready to eat foods. These would be practically forever. 2) Unprepared food. Canned ones should also be practically forever but raw meat should only last for a day or so. 3) Cooked food. I'd say around 30 mins. 4) Trekking food. Forever unless prepared, 1 hour after being prepared. And finally (I know this has been mentioned several times before), you should not be able to eat unless you are hungry. Current system where you can eat a wagonload of steaks to get your blood level back to full is just stupid. So there it is, I hope I got you confused.
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Hatchet is overpowered but necessary
SpeechMan replied to SpeechMan's topic in DayZ Mod General Discussion
I don't even care for the headshots, it's a one hit wonder no matter where you hit. -
For me, PKers are a big problem in this game. Now, I'm not talking to you who have spent hours in the ATC tower with your sniper rifle, I like you. And I'm not talking about you four who spend your time riding around in your vehicle looking for players to kill, I like you too. All of you put some effort into it, that's why in my head you are called bandits and I have some respect towards you. What I dislike, is pure PKers. People who just gun you down for the possibility of you having some worthwhile loot in your coyote pack. People who play on pure kill-on-sight basis just because it's easier to play that way. Problem is that too often PKing is too easy, just few shots and that's it. Sorry for digressing, but I though it necessary for you to put down that flamethrower and just listen to what I say. Now here's the actual suggestion, I like to call it "Death Scream!". Whenever a player is shot dead he/she screams, loudly. That scream would attract zombies from a relatively large area. It would even be possible that it would spawns new zombies (0-5, depending on the area), that would immedialy run to the fresh corpse. The point here is that it would give players another thing to consider before gunning down a survivor to get his loot. Currently all you have to worry about is taking the shot and then dealing with the possible few zombies that are attracted to your gunshots. But with the "Death Scream!", you would also have to think about being able to deal with the zombies that hear the scream before you could grab your loot. Another important point is also that the scream only comes when the player is shot dead, that is when your murder/bandit kill count goes up, meaning that the good old shoot the legs off a survivor being chased by zombies would still work. I know it's a bit forced mechanic, but it also isn't completely artificial and IMO while it would make the game somewhat less realistic, it would also bring a lot more gameplay value.
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Love your idea of berries, why didn't I think of that!
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Considering the fact that zombies don't have actual sentient control of their movements, but are rather controlled by instinct, this would mean that you would become just an observer while your character wanders around.
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This happened to me yesterday: Due to a bug I spawned Kamenka, but I had a camp from my previous life in Zelenogorsk. I decided that since I'm a fresh spawn with nothing to lose, I'd just take my chances and run straight to Zeleno. So I start running along the road heading north. Usually when travelling this way I have rarely been shot, either I have been just lucky or people have thought me a complete noob and left me alone. This time, however, I wasn't so lucky. Some distance south of Pavlovo there are couple of gunshots, propably Makarov or M1911, and I fall down to the ground with broken legs. I turn around and see a player crouching out of the bushes. My first thought was to get away, so I crawl backwards for a second, but then I decide to just give up and lay there waiting for him to finish me. Now, this is where the encounter becomes hilarious. He propably thought me dead, cause he walked right next to me and started looting me (or actually my bag). Like I mentioned earlier, I had just spawned and thus had no weapons, had I had just a hatchet I could have easily killed the guy. So I lay there, watching the guy checking my bag and since I can't kill him, decide to do the next best thing. I move around a bit giving him the scare of his life. He immediately jumps up, pulls his pistol up to me, shoots and MISSES! I kid you not, the guy was practically standing over me, I was on the ground not moving, he shoots several shots, none of which hit me. Then after emptying his clip he pulls out a crowbar and whacks me to death with it. Only thing I regret was not pressing talk button when he was trying to shoot me and I was laughing my ass off.