Nem3sis
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Everything posted by Nem3sis
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DayZ Mod Suggestion: Zombies eating players make bodies disappear
Nem3sis replied to TIC's topic in DayZ Mod Suggestions
I like this idea. I'd lean toward option 2 imo. What about when the player doesn't die from zombies? Death from Pvp or otherwise this could leave the corpse far away from any z's. perhaps have the corpse attract z's but how long could this process take if it in the middle of no where. -
Survival 101, scavenging for food in the wild is a must. Knowing which foods are poisonious and which are not could mean life or death. Eating berries, or mushrooms, and in some cases even eating Grub worms are necessary for survival. Also, you can come across poisonious plants like poison ivy/oak (not sure if they have this in russia or not; dumb american here). And not to mention dangerous insects, like bees, can be encountered. **Adding both edible and poisonous plants would add more to the survival immersion. I wouldnt want any labels to give away whether or not a collected berry or shroom is poisonious. It would be up to the player to learn and recognize which is the right one. **Searching under rocks and other items on ground could be an opportunity to find grub worms. **Bee hives with honey can be nice. lob a smoke grenade to clear out the bees and have yourself a snack. Could be stung by bees if you foolishly walk near a hive. Too many stings and your done for. **Finding wild fruits and vegitable would be nice. (I did see under another topic, but reiterating). **Poison ivy/oak (among other plant) should be avoided. Not sure of how this would effect game play. Afterall, we cant feel anything. Any suggestions? **Herbs... alternative to medication, but less potent. (another reiteration) -- Aloe vera for burns???
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It's already confirmed that they are revamping vehicles. Rocket wants to be able to swap things like a door from one vehicle to another. Not sure what else he has in mind but it is in the works.
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Let us boil seawater to make salt.
Nem3sis replied to Muncywolverine's topic in DayZ Mod Suggestions
Yea this makes sense. Thats how it used to be before modern technology... -
One of the big issues of playing DayZ, IMO, is having a few friends to play with and spawning clear across the map from each other. We end up spending the entire night finding each other just for one of us(or both) to die and become separated again. Suggestion: Regional Spawning. The map would be divided up to regions and upon player death would respawn in a random location within their current region. The size of the regions would be up to the devs. No visual indicator on map of what the regions are. For SA, being able to join friends thru steam or being in a squad of your buddies and dieing, this would be a much faster way of grouping back up without having any need of safe zones or the issue of spawn killing.
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I'm inclined to agree. Of course I'm of the opinion we make cars run on gasifiers and stuff...
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Surprised this hasn't been touched... Does anyone even see this as an issue?
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All you had to say was hot air balloon and you had my beans....
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I agree. I think it comes down to defining what senses, and their scope, zombies actually have and working from there. Sight. as long as you are still, not in their direct line of sight, or a great deal away, fine. Hearing. as long as you dont alert them within range of noise, fine. Smell? can go both ways really. if you have B.O. can you still sneak up on them? and could you cover yourself in zombie guts to disguise yourself?(the walking dead anyone?)
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[SA] Usable Indoor Fireplaces
Nem3sis replied to florian.de.los.santos@googlemail.com's topic in DayZ Mod Suggestions
I agree. This should be added! -
1) is more of a bug needing to be fixed. 2) I just posted something very similar to this last night. See viral infection and player corpse reanimate on first page
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What about a kick to knock back?
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idea 1)Since the plot behind the zombies(or infected) is a virus, have a very low chance of contrating the virus to turn zombie. After getting the virus, the player would have only a short time left to live before death. If you want to add a 'cure' to this(not a fan), it must be administered quickly. idea 2)After player dies, by whatever means, the corpse reanimates as zombie after X minutes. corpse can then be killed and looted. ps: Couldnt find topic via search, sry if duplicate.
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Viral infection and Player corpse reanimates
Nem3sis replied to Nem3sis's topic in DayZ Mod Suggestions
Exactly! Its a way of removing bodies without them randomly disappearing. Rocket is all about immersion, here ya go... -
If you watch this interview, there are many good questions raised. Approx. the 13:30 mark the question is, paraphrased, what to do when you want to join friends thru steam and still not break the disorientation at the start of your spawn. Any other suggestions? Like/ dislike mine?
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Classes in DayZ (let the shitstorm commence)
Nem3sis replied to mind_grenade's topic in DayZ Mod Suggestions
bump -
After reading some of the other threads, it is appearant that we are all pros at everything. Need to fix a car? I got it. Need a Doctor? Sure, I can do that, too. Oh! Look a helicopter! Yea, I pilot on the weekends... Suggestion: It can be randomly given or an option to choose(preferably an option as you do choose what career you have in life --and people will just spawn/die until they get what they want), but have a list of careers to choose from that would make since in a survival situation (aka your job before the world went to crap). All skills can be obtained over time/practice, but until skills are honed, the effects are limited or in some cases not available. Only one skill can be mastered, the rest could earn up to the expert level. average>skilled>expert>master --Just an example. Depending on what career you choose depends on how long it takes you to level up an opposing skill or may even disable other skills. (Doctor studies medicine, no way hes got a straight shot; or Chef cooks a mean meal, but can fix a car to save his life --no pun intended) Example: Chef- Cooked food heals more. Takes longer to become hungry. Cooks food fast. Has no chance of burning food. Vs. Average Joe- Will get hungry faster. Takes much longer to cook. Cooking food has a chance to burn. Over time, can get better at cooking, but can't become master. So, there is always a chance to burn food. NOTE: In this case, a system where the grade of food matters should be added and all canned foods should be heated before consumption. can of pasta(average), burnt meat(poor), cooked meat(excellent). Careers: Chef - Cooked food heals more. Takes longer to become hungry. Cooks food fast. Has no chance of burning food. Enables the ability to gut animals. Doctor - Can apply bandages faster. Enables the ability to give blood transfusions. Mechanic - Can repair vehicles faster. Enables the ability to repair engine and rotor (and fuel tank?). --everyone can replace a tire or put gas in a car Soldier(or Cop) - Can shoot farther and more accurate with any weapon. Also, more accurate when recovering from running. Reloads faster. Enables the ability to use the high end weapons at start. --Other professions require expert to equip say a M16, skilled to use a shotgun. Pilot - Enables the ability to fly. Longer to become thirsty(Years of flying has taught you to conserve drinking as to not urinate as much). Less fuel consumption while flying. --Pilots take quickest path and smoother turns while flying, those little extras save gas. NOTE: Some tasks are fine as is, so some of them would need to take longer as to provide a balanced benefit. Others currently take forever and would need to be faster as the skill increases. (Ex: Cooking speed is fine currently(I say expert level), increase the time so that the Chef career becomes desirable. Bandaging takes forever(average), reduce the time as this skill increases making the Doctor career more desirable. ETC.) Summary: This would promote teamwork as one skilled profession would rely on the skills of another. Also, would give players something to work at other than the current search and destroy (scavenging and killing). What do you guys think? Any other jobs need to make the list? Or perhaps an adjustment to the current ones? Keep in mind that there needs to be a balance to each and that I tried to give each career an edge that no one else would have.
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Think along the lines of the elder scrolls series... you wanted to be a mage, you had to cast a ton of fire balls... etc
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Well if you read my post with a ton of specifics its already explained. As a griefer, it would be way too much trouble to just barracade and entire building just to leave it. Again, climbing in windows is a must. I think I already covered that.
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After reading some of the feed back from people(on similar threads), instead of choosing at the beginning, let it be something to work towards and when you've mastered one you become known as a dr. or mechanic.. etc. I still favor the choice at the beginning.
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Classes in DayZ (let the shitstorm commence)
Nem3sis replied to mind_grenade's topic in DayZ Mod Suggestions
After reading some of the feed back from people, instead of choosing at the beginning, let it be something to work towards and when you've mastered one you become known as a dr. or mechanic.. etc. -
Classes in DayZ (let the shitstorm commence)
Nem3sis replied to mind_grenade's topic in DayZ Mod Suggestions
Not trying to highjack this thread, but most complaints do not apply to my version of this. my page: After reading some of the other threads, it is appearant that we are all pros at everything. Need to fix a car? I got it. Need a Doctor? Sure, I can do that, too. Oh! Look a helicopter! Yea, I pilot on the weekends... Suggestion: It can be randomly given or an option to choose(preferably an option as you do choose what career you have in life --and people will just spawn/die until they get what they want), but have a list of careers to choose from that would make since in a survival situation (aka your job before the world went to crap). All skills can be obtained over time/practice, but until skills are honed, the effects are limited or in some cases not available. Only one skill can be mastered, the rest could earn up to the expert level. average>skilled>expert>master --Just an example. Depending on what career you choose depends on how long it takes you to level up an opposing skill or may even disable other skills. (Doctor studies medicine, no way hes got a straight shot; or Chef cooks a mean meal, but can fix a car to save his life --no pun intended) Example: Chef- Cooked food heals more. Takes longer to become hungry. Cooks food fast. Has no chance of burning food. Vs. Average Joe- Will get hungry faster. Takes much longer to cook. Cooking food has a chance to burn. Over time, can get better at cooking, but can't become master. So, there is always a chance to burn food. NOTE: In this case, a system where the grade of food matters should be added and all canned foods should be heated before consumption. can of pasta(average), burnt meat(poor), cooked meat(excellent). Careers: Chef - Cooked food heals more. Takes longer to become hungry. Cooks food fast. Has no chance of burning food. Enables the ability to gut animals. Doctor - Can apply bandages faster. Enables the ability to give blood transfusions. Mechanic - Can repair vehicles faster. Enables the ability to repair engine and rotor (and fuel tank?). --everyone can replace a tire or put gas in a car Soldier(or Cop) - Can shoot farther and more accurate with any weapon. Also, more accurate when recovering from running. Reloads faster. Enables the ability to use the high end weapons at start. --Other professions require expert to equip say a M16, skilled to use a shotgun. Pilot - Enables the ability to fly. Longer to become thirsty(Years of flying has taught you to conserve drinking as to not urinate as much). Less fuel consumption while flying. --Pilots take quickest path and smoother turns while flying, those little extras save gas. NOTE: Some tasks are fine as is, so some of them would need to take longer as to provide a balanced benefit. Others currently take forever and would need to be faster as the skill increases. (Ex: Cooking speed is fine currently(I say expert level), increase the time so that the Chef career becomes desirable. Bandaging takes forever(average), reduce the time as this skill increases making the Doctor career more desirable. ETC.) Summary: This would promote teamwork as one skilled profession would rely on the skills of another. Also, would give players something to work at other than the current search and destroy (scavenging and killing). What do you guys think? Any other jobs need to make the list? Or perhaps an adjustment to the current ones? Keep in mind that there needs to be a balance to each and that I tried to give each career an edge that no one else would have. original: http://dayzmod.com/forum/index.php?/topic/29134-career-skill-sets/ -
Ok so after looking back I guess we all read the same post and got the same idea... :/