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Everything posted by Goldstein (DayZ)
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"I have a job and a life... " my sincerest apologies :(
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Goldstein (DayZ) replied to Slamz's topic in DayZ Mod General Discussion
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The whole point of alpha is new features. Beta is bug-crunching, and generally when no new features come about. Hence why it is the most horrible thing imaginable.
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Goldstein (DayZ) replied to Slamz's topic in DayZ Mod General Discussion
Exercise patrol through a patch black forest is something of an experience' date=' moving through one while firing blanks is probably one of the funniest things I ever did. [/quote'] The joys of walking into a 2 metre high and wide spider web in pitch black -
pretty sure it's been stated that racism isn't tolerated on any servers
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I'd sure like to shoot the asshole who keeps ringing those bells..
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MERGED: Everything poop and pee
Goldstein (DayZ) replied to grandpa_smuckers's topic in DayZ Mod Suggestions
+1 for bodily functions and drinking our own piss. +2 for handing bottle of piss to friends who are out of drink :D -
*edit* far simpler and better ideas in the posts below, this was just brainstorming. */edit* - longass post, hear me out - I've been thinking a lot about this. The idea of 'rewarding' breaks the game concept, and guides people to act towards receiving said reward. Makes it linear. I believe the current Humanity system does this. We get rewarded by PMC clothes that then allow us to do some nasty stuff, until we're back in the bandit camo (and for most part, perpetually stuck in bandit camo) There is no right or wrong in the zombie world, only our morality. I think it would be interesting to have 'Humanity' as a choice prior to spawning, and 'Morality' being associated with your actions after this. Quite simply if your actions do not match your morality, your character begins to suffer. If your actions compliment your morality, you remain stable. If you were to enter the zombiepocalypse with the intention of helping others and fighting bandits; marching up to a group of helpless old ladies and capping them in the face would severely impact you. It would mess with most of us, and then there are those that would enjoy it. The thing I love about DayZ at the moment is that it DOES have that morality effect on me personally, but it doesn't effect my character ingame so much. I get happy when I save a stranger, and I feel like a horrible douche when I shoot someone on the shoreline. Others get their jollies from the exact opposite, which is why we should apply our morality to the character and not be defined by the games definition of 'humanity' So how would this work in game? I think it could be implemented in this manner: Choose your humanity BLUFOR, OPFOR and Insurgents could be sides we choose. Corresponding to a PMC, Bandits, and Survivors. No restrictions on team numbers, friendly fire etc., it should only be related to the following mechanics below. (point being if there are a lot of Bandits, you may be compelled to join PMC to make regaining morality easier.) Adhere to your morality. 'Morality' would be what 'Humanity' is at the moment, a measure of your actions (and their consistency) that will effect your mental state. - PMC regain a large amount of morality by killing Bandits, regain a small amount by helping/healing survivors and other PMC. Lose morality by killing Survivors and PMC. - Bandits regain a large amount of morality by killing PMC, and a small amount from killing Survivors and other Bandits. Their morality is in a constant state of decay, they must continuously murder to validate their prior actions. - Survivors regain a large amount by killing zombies, and a small amount by helping/healing other survivors. Lose morality by killing Survivors, PMC and Bandits. Morality/Mental System If the actions are inconsistent with the players morality, then the character should start to suffer mentally as they head towards nervous breakdown. Much like being in pain at the moment. I would envision it represented how hunger/thirst/injury are, with a downhill slide into losing one's shit. Basically a mix of vision blur, grunting, shakiness, etc. that gradually gets worse. This also opens the opportunity for Medication/Alcohol to be implemented and draw the ire of christian lobby groups :angel: At it's core the idea is quite simple. It gives us choice, and a rough guide of 'how' we should act.. but we're not constrained by it.
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thermobaric campfire ftw!
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Temperature isn't the problem... it's starvation.
Goldstein (DayZ) replied to Luieburger's topic in DayZ Mod General Discussion
Wood needs to be replaced with bags of charcoal methinks. -
[FIXED?] Too many zombies DISCUSSION
Goldstein (DayZ) replied to yoski's topic in DayZ Mod General Discussion
I like the idea of herds spawning on the outskirts of the map and migrating. Would sort of simulate the fact that the majority of Chern has been cleared, but hunger is driving the outsiders to move in. -
A carebear isn't someone who wants to take the safe path. (I believe they're known as pussies) They take the most dangerous path by going out of their way to help others. awesome patch though. Gives military campers a reason to hit up barns and hospitals. Some sickness 'relief' items in supermarkets would be cool (to stop the coughing and spluttering, but not the blood situation)
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* [NEW] PROTIP: Use Global Chat/VOIP in populated areas
Goldstein (DayZ) replied to HarryPopHer's topic in DayZ Mod General Discussion
The Running Man is going to love this feature. -
I believe it's going to be released right before 1.5.9
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less likely to shoot female survivor?
Goldstein (DayZ) replied to alchemy1002's topic in DayZ Mod General Discussion
Women serve in the armed forces, police, and a lot of them know how to use guns and basic survival skills. That is over and above the pre-requisites for any character within the DayZ world. Knowing how to use a gun, eat beanz, and stay low. Simple really. (don't get me started on how anyone can repair a downed helicopter to full working state) I fail to see how having a vadge really effects this, or explains how the entire female of the species disappeared from Chernarus. Don't get me wrong, I love the sausage-fest we have at the moment. But no female survivors in the zombiepocalypse seems a bit strange. Alice agrees. -
Would you shoot the unarmed person?
Goldstein (DayZ) replied to _triumph_'s topic in DayZ Mod General Discussion
If I'm on the coast and still using a mak, I'll give them a clip or two. Chances are they're a zombie beacon and will be passively helping me anyway -
:heart::heart::heart:
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less likely to shoot female survivor?
Goldstein (DayZ) replied to alchemy1002's topic in DayZ Mod General Discussion
Women of the world- you have my apologies. If you're ever being griefed ingame, I'll gladly help you hunt teenage virgins. -
Rocket/missle attack in cherno?
Goldstein (DayZ) replied to Puppy (DayZ)'s topic in DayZ Mod General Discussion
can't say I'm entirely opposed to cherno being pounded by MLRS's... -
Where do you play DayZ?
Goldstein (DayZ) replied to boomnet@blueyonder.co.uk's topic in New Player Discussion
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Where do you play DayZ?
Goldstein (DayZ) replied to boomnet@blueyonder.co.uk's topic in New Player Discussion
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Perceived usefulness of Weapons.
Goldstein (DayZ) replied to Jamesbiff's topic in DayZ Mod General Discussion
I briefly stuck it on full auto when I had about 10 zombies flirting with me in a hangar. the kickback is so small that I still scored mostly headshots. It's basically a makarov with better sights and bigger clip. Minutes before I had an M9 SD which was surprisingly disappointing. Not having to reload while backpeddling makes a huge difference. -
$20 to feel like bear grylls on crack with guns for hours at a time? hell yes it's worth it.
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sell them drugs!
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Perceived usefulness of Weapons.
Goldstein (DayZ) replied to Jamesbiff's topic in DayZ Mod General Discussion
Finally had the pleasure of using the PDW/Uzi as my sidearm today. The iron-sights are a dream and it takes many ammo types.