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L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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Brainstorming new features - part 1 - Character Evolution
L0G!N (DayZ) replied to takfar@gmail.com's topic in DayZ Mod Suggestions
I am still processing the large amount of suggestions you put up (well the large amount of words) ... this particular part reminds me a lot of this suggestion: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ and i think combining efforts to come to something good/worthy of DayZ may be helpfull... In that regard i do want to give you some feedback on 2 things i am having a hard time living with. The first and likely most important is 'stealth', that just shouldn't be an option as it makes both makes not much sense, while at the same time it can become OP very fast. And realy, it just makes no sense, if a stealthy player 'runs' or w/e they just make the same noises as others, i know what you are trying to do, but it's just not good for the game because it's not even 'believable', same goes with zombies seeing you, they either do or don't, no 'stat' is going to change that (other than maybe those in RPGs)... And with the way you set up the starting loadout picking a burglar is best, as stealth takes a long time to fill up, and it's the strongest stat, so starting at 90% on that one is basically a must... The second is starting load-outs, we (atleast I) are not even sure why we are on that beach, did we try and escape but our boat sunk in a storm (all nasty things come at the same time or something along those murphy laws), did we drift at sea for days unconcious bearly drowning, when we washed a shore did we suffer from PTSD or Amnesia? Do we even know what we did before we ended up on that beach? I prefer people all starting the same, and preferably with nothing, or maybe a bandage ... there are some decent elements to this suggestion though, and they may well fit good with the tread i linked... -
I posted the topic because there wasn't a thread about this topic yet (used search), and i though of how it would go in part of the community if it would have been a serious request for achiefments, so I made it into a bit of a joke, but for anyone using search in the future to see if achiefments have already been suggested they would find this thread and likely see that it's been anti suggested and having a lot of people agree with that ;) :)
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@YourStepDad, could you be so kind to update the OP with all the 'conclusions' on this topic sofar, at some point people are just going to read the OP and post their thoughts, if you include the discussion conclusions (like the order water,food,blood, temp; and the 'think of color blind people' suggestions) people are less likely to miss these so they won't have to restate things ... tnx for your understanding :)
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@Point&Click, well what about you read my weight suggestion and just the first few paragraphs if you don't feel like reading a lot. There is a profound difference between weight and size... @Barronism, Well we are just happy campers that work 9-5 that just happened to have washed a shore during the zombie apocalypse, so why would we be able to carry anything more than our briefcase with ease ?
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woot I made it to the end and restored the 'use weight thread' well the OP with everything that came from the discussion anyways... have fun! i need some DayZ now !!
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Just for completion, so you would get the options: - put out fire - put out fire using drink or something?
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Cannibalism, Drug addiction, and BBQing
L0G!N (DayZ) replied to Jikfive's topic in DayZ Mod Suggestions
@Thorgold, so that is why we will likely only see 'waterfilled' whiskeybottles then? -
Yeah the weight idea is currently under reconstruction, something went wrong with it and it's dissappeared... the link above should point you back to a new thread though, i am just not entirely done with the OP...
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Well a flint & steel doesn't easily light branches, you still need something that can catch a spark, and it's also very specific survival gear... I personally came up with the following to get to the same catagories (somewhat): - matchbox, when spawned have anywhere from 1 to X matchsticks in them - gaslighter, when spawned have anywhere from 1 to X uses in them - gasoline lighter, when spawned have anywhere from 1 to X uses in them, this item can be refilled from any gasoline source.
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SUGGESTION: Character Development (Backstory and Talent/Skill System)
L0G!N (DayZ) replied to petward's topic in DayZ Mod Suggestions
@OW22, would you be so kind to add some of that post to the 'learning by doing thread', be much appreciated... -
Learning by doing - the alternative to classes & professions
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
A lot of people rely on catching game and cooking to restore health, as visits to a hospital have a high chance of reducing blood levels to zero ;) And i said 'pain' not puncture somebody to give them an artery bleed. Though that may be funny, you go to administer blood and you puncter an artery and give him bleeding to boot. Guess that give you a moment to 'practice' your bandaging skills :D And yes it may well suck having something break on you, but if I take you as you are now, to a helicopter repair shop, what do you think will happen? think you will actually be able to repair something or will you break more than was broken before i let you loose in the porselin shop ? -
Or start everybody off without a backpack, that way finding a czech will give you 6 extra welcome slots !
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If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
How would this 'electing' work though? how would a solo player benefit from this? can i be 'unelected'? and it feel fairly one dimensional, be a medic or be an engineer or be w/e, or could i be all? or a minimum amount? can i change? and how does it make sense that one person can have a stack of 5 while the norm is a stack of 2? If the power of a 'title' is that big, that it changes size at the spot, perhaps i should call myself *censored* (not that i need it, but 'you know' bit of humor never hurts) The pack system does the same basically, but depends on what you find, which seems fairly within the bounds of the game. While 'electing' or 'choosing' to be one or the other and receive a benefit seems a weird way to go about this (perhaps even outside of the bounds of this particular game). With the packs you can choose yourself what suits you and with 4 spots and 12packs (currently) you can be what suits you (given you come across a pack), you can change at anytime you have another pack available. If you meet up you can rearrange packs between players to assign roles, if players need to goto bed you can just rearrange again to suit the group size you are left with. Every pack you find untill you have 4 improves your situation, even doubles and any pack there after removes double or increases specialization. And the whole system of packs doesn't negate adding a 'learning by doing' system which may further certain 'professions/classes' within the game. :) -
@sparta, i have seen that happen and it's not a pretty sight ... there are only a few area's where 'learning' makes sense, and if you base yourself on classes and the general perks that come with them, you will be pointed at how it makes entirely no sense in relation to DayZ. But anyways, read the 'learning by doing - the alternative to professions & classes' thread: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ , perhaps some starting values may spur some sort of class system for a few 'professions', not that you'll be able to do better than anyone else, just that you would start out with a bit of a headstart in some area. Though i'dd still vote against that :)
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Learning by doing - the alternative to classes & professions
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Hehe, that is what will seperate the weak from the strong, and even more so, think about perma loosing a character that has maxed out something, the dedicated hunter of the group f/e ;) ... But don't be mistaken though, you SHOULD be able to do everything anyone else can do, just if the other person has done it 1000x because they survived, they should be better at it ? -
I guess i could make a thread, seems i put this thread into that direction with some clear examples of how learning could work ...
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There is one thing that satisfies me somewhat in this whole discussion, that is the somewhat masochistic nature of DayZ, and looking at the various nerf's that starting equipement got through development stages it's way more likely that stuff gets reduced as opposed to increased. Esp. if items start to stack to a certain point, f/e a few painkillers in a box, or having a box of ammo from which you fill magazines. Rocket will notice that these things make the game easier in regards to inventory management and the easiest fix is to just reduce the amount of slots :) ... also, he seems to call it an 'experiment' so experimenting with the least amount of slots needed for this game is a good step forward to continue the experiment :)
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You asked me if i like this idea or not, well i do not like it ... (and no my suggestion doesn't let doktors heal more) ... As i explained to somebody else yesterday, also with a class system idea. A lot of the things you envision for a 'class' to do might makes sense in an RPG, or even a classbased FPS, but for a more 'authentic'/'believable' game like DayZ they do not. A gun is a gun is a gun, everybody can pick one up and pull a trigger. Why would one class be 'better' at aiming, breathing, or even do more damage with a gun. That just doesn't make sense... If say 'breathing & aim' are linked to eachother and you could improve on this, then every character should just improve on it the longer they use a rifle, everybody starts out being newb at it and the more you use it the more you improve... But that is not a class system, that is some 'hidden' intrinsic learning system. The same could apply to useing bloodpacks, everybody starts out with giving say 800blood from a bag, survive longer and use more bloodpacks during your lifetime, and you get a lil bit more blood out of it everytime, untill the max of say 2000 blood. Same with 'hunting', everybody starts out with getting 1 or 2 slices of meat from an animal (bit depending on size), but as you slaughter more of these specific animals you get an extra slice from them. Say a chicken or rabbit, you start out with 1. slaughter 50 and you get a 50% chance to get 2 slices, slaughter 100 and you get 2 slices 90% of the time. But those things are not a class system, it's more like a learning by doing and improving yourself system, everbody has certain 'skills' at something and all of this stuff is hidden from the user. You don't get to choose where to put a +1, the system automatically gives you a +1 after a certain time or act, and reach a certain threshhold and get better results. This can't be used for everything though, as it doesn't make sense for all the things in the game. F/e flying a helicopter is a learning experience in itself, once you get in one it's not like you just take off, you have to train YOURSELF to use the controlls and the more YOU as a player use the chopper, the better you get at it. There is no +1 needed, not even in some hidden script. The same applies with shooting guns and aiming, as a player you will need to fight the controlls, and as you 'learn how to aim' you get better, use less bullits for a kill, etc. or driving a car, or any vehicle. Perhaps if 'shifting' could be coded in, and if you don't use the clutch to shift you bork up the transmission, now that would be cool, but it has nothing to do with +1 to driving skills, it has to do with learning how to drive... Where i could see a hidden +1 system is for engineers and builders, similar to the hunting i mentioned a bit higher in this post, but in the opposite direction. You start out needing 6 'spare parts' and as you improve by fixing cars, you first have a chance of using less (and the % increase per car fixed), up untill just needing 3 spare parts f/e. Or having a chance to 'break' things while you fix them, that be something.. but not introduce some arbitrairy class that has some benefit just because you clicked 'i wanna be'... integrated it into the game so it becomes a learning by doing system, which improves your skills...
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Official response regarding loot cycling
L0G!N (DayZ) replied to zipper's topic in DayZ Mod Suggestions
Any chance you can provide a link ? I tried to look in announcements/information sections but no new threads with a link provided there, so if you have one please :)On topic: I heard Rocket talk about 'tiers of loot' in some vid. and if it works as following then that would be realy good for the game, for people moving, and for 'authenticity' or 'believability': Any spawnpoint has 'tiers' linked to them, and every tier offers a slightly different loot table with somewhat increasing chances for higher quality loot in the higher tiers. Now a spawnpoint remembers when it was last looted, and based upon a timer this spawnpoint increases in tier after a certain time, and drops 1 or 2 tiers after it is looted. Which means that if a location is looted frequently the loot will likely be low quality (though still may have a small chance for medium quality), if a location is hardly ever looted, this location 'when it is looted' will have a high chance on a high quality item. For those that rather have an example: tier0 : cans 30%, empty bottles 30%, food 15%, drink 15%, bandages 5%, painkillers 5% tier1 : food 30%, drink 30%, bandages 15%, painkillers 15%, magazine prim. 5%, magazine off. 5% tier2: food 20%, drink 20%, bandages 20%, painkiller 20%, full canteen 10%, map 5%, hunting knife 5% tier3: magazine prim 20%, magazine off 20%, pistol X 10%, pistol Y 10%, pistol Z 10%, gun X 10%, gun Y 10%, gun Z 10% Obviously the list be longer and chances smaller, but you get the idea.. Which means you will be looking for places people hardly go. And this be more 'authentic' as places where 'nobody' has been yet would likely have better stuff in it, as places where people go often, will likely have all the good stuff taken already ;) -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
@Claytonaj, seeing you are so critical and improvisional (aka. creative) perhaps you want to look deeper into the details of the packs, and the things i mentioned to be able to stack in there. At some point it's hard to be critical vs. your own idea, but I am sure that if you look deeper into the details that a lot of packs are set up to be as 'authentic' or I personally like to use 'believable' as possible... Take the knifepack for example, while i called it a pack it should actually be like a knifeholster, these tend to fit a knife and have this small bag at the front that usually has either a firestarter or sharpening stone in it. This bag is so smal you could fit like half a box of matches in it, and the holster for the knife itself is so 'thin' that it will only hold a knife. So those are the things i restricted this 'pack' to. And in a similar fashion the 'shovelpack' which you may have seen in your lifetime, would be one of those military shovel packs, that basically can only hold a shovel and come with a small pack attached as well, seeing these have a hole in the bottom to hold the shovel's stick part, i took the liberty to also have you store a crowbar in there, as that would make sense. anything else would just either fall out or not fit... But like i said, please run through the details of the packs and let me know if you see anything you think should also be possible to store in there. BUT, do realize that this is a game, not IRL, and that some restrictions in regards to items enhance gameplay (aka. make it a tad more difficult f/e). For this i shall point out the medical pack. While i do somewhat agree that IRL one of these could also hold other items, once you equip a medical bag, you can free up space in your normal inventory. This in turn makes you able to store more 'other' things, for example storing bandages in the medicalpack makes it possible for you to store more ammo clips in your normal inventory, OR likewise, find an ammopack and you are able to carry more bandages, or more 'food/etc' if you prefer to store primairy ammo. While in your views this is an unreal restriction on the pack, it does 'simulate' what would happen if you have some extra space, where which item goes is kind of trivial isn't it ? Then as you go into details, you will also notice that there is a normal 'beltpack' in there as well, that gives room for ALL inventory items, so you could store a pile of wood in that bag, which obviously wouldn't be possible IRL. So while i personally think you are just being to critical about this, the idea is set up to take your concerns into considderation, but at some point this is also a game and the aim is 'believability' and not 'reality'. -
Yeah i love me a horses steak, i bet there be atleast 6 slices of meat on there !
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SUGGESTION: Character Development (Backstory and Talent/Skill System)
L0G!N (DayZ) replied to petward's topic in DayZ Mod Suggestions
On Hunting explination, these are all things i do in the game, i even test things out when i am in the middle of nowhere and a zombie broke my legs, what do zombies do if I ... and while in normal play i watch how they behave and what they do when (today for example it was funny to see how me and my friend agroed a zombie, my friend ran and i thought it was 'on me' but for some reason it walked towards me and around me and went after my friend, very weird tbh. but anyways) ... what i'm trying to say is, all that observing makes me a better player/hunter not from some arbitrairy stat that went +1 after some arbitrairy point, but because i observe my opponent. Does that make me a 'hunter', does killing animals make me a 'hunter', i dunno, i feel like i am just a survivor trying as best to survive ... i don't need a +1 after i kill X, i will likely increase my own skills at the game after i kill X of them and be a better player for it ... Similar with damage, where you hit a target makes a difference asto how fast it dies, and what caliber you use can make a difference, but if I shoot with a makarov and you as a hunter shoot with a makarov at the same place, why would your bullit hurt more? That's why a lot of players are so against classes/professions/talents etc. they make no real sense for a world that tries to be authentic (maybe not always realistic) ... and i struggled with this same concept as well, not saying my idea is the best ever, but it tries to do a similar thing (create specialisation in player groups) without directly having to choose for something having to +1 something, or learn things from some arbitrairy book. Just find things like you do in the game, and perhaps you find things that suit your style (or a friends and you exchange things). You may want to read it : http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/ if you haven't already ... perhaps be the devil's advocate of me ;) I am sure you will run into something that is worth writing down, and if not expand on ideas of others, like your idea here, the first post was not the entire idea in the end. And i have updated my ideas here various times based upon good feedback, or questions or just statements or flaws pointed out :) -
We need some sort of overall stats system
L0G!N (DayZ) replied to eyeofmedusa's topic in DayZ Mod Suggestions
Watch the Rezzed interview please ! the better you are informed first hand by the dev's the less likely you are to suggest something that is already comming, AT SOME POINT in development. And it will likely be integrated in the website somehow, the draft looked realy nifty ... -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Well think of this, if you remove a weapon drop from a church, WHAT will spawn in it's place now? nothing? something else but 'with the same chance' ... well if it's the same chance from a list of items, then technically the item that spawns in the guns place is now spawning more often than it was before, simply because the gun doesn't spawn anymore ;) Feel free to stick to your point btw. some things do it for somebody and other things don't, i don't like beans irl f/e and nothing can change that, no matter how good they are prepaired and i enjoy the meal due to it, i still don't like them :P ... heck i even dislike pepsi so much that i ask my friends to exchange them for cokes in the game :) ... tnx though for atleast wanting to give the idea a try, and liking it more than the rest of the crud that is suggested... -
Why need a book? currently you need teh toolbox and the spare parts? shouldn't that be enough? Want to be a doktor carry medical supplies around? why does it need to have explinations or benefits if you start out as 'somebody' ... for all we know we have been barely drowned, floating at see for a few days, and washed up on that beach with PTSD and Amnesia, so you could be a topnotch gamedev but have no clue at all ... Instead my suggestion just gives a player some benefits in a certain area if he happens to come across a pack, find some 'matching' packs and 'call' your self an engineer or medic or hunter or w/e. Because you found this thing that enables you (with some extra space) to specialize more in a certain area. Free form, Free choice. No books or w/e needed, and you don't even need the packs persee, with the limited space you will have to make choices in a group, the packs just make things a tad easier in all sorts of different areas that other games have classes or profession or talents or w/e ... just with out the books, the +1 to w/e or getting any procedural benefit (like doktors apply more blood heals from a pack, or mechanics need less items to fix things, or soldiers are stronger or w/e.), everybody is the same, and what you find lets you specialize in a certain area, and extra space is always welcome !!