L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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couple of things, first in relation to the idea as a whole, i like it and it crossed my mind as well... but: you can 'loot' through walls right now, try it with a toilet building... so a locked off crate may not work, unless the 'spawn' happens when you brake the crate. @Fraggle: in regards to the airplane, i like the idea from the gameplay perspective, but: if people drop supplies, then the outside world knows of our situation, why not send in the military or what we humans would do 'normally' in a situation like this "NUKE THE PLACE" ... i think the idea behind no supplies is that the whole world is in the same situation as us, and there is nobody to fly over and drop supplies
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SUGGESTION: Character Development (Backstory and Talent/Skill System)
L0G!N (DayZ) replied to petward's topic in DayZ Mod Suggestions
While i like your effort i do not like this as a system for DayZ, why give players advantages that may make sense in regards to the catagory you choose, but don't make sense in the game ... like f/e Hunting, so if i go into town guns blazing the further i make it the less likely it is a zombie will spot or hear me ? ... and some of the sight things make even less sense, if you stack companion and hunting you are -40% visible what does that even mean if the zombie is right in front of me in clear day ? ... and these comments are not to redicule you, but just point out how some of these things are somewhat silly in regards to DayZ ... they may make perfect sense in an RPG, where you have an invisibility power and a translucentpassive buff or something. but for DayZ ? Still i feel that i must say that i admire your perseverance and creativity to try and make it work, though my 'feedback' would be to scrap this and move onto something new/else with the same enthusiasm :) -
I would like to start this game knocked out for 5 seconds and starting with nothing at all... It will increase the relieve of actually finding something, especially backpacks! and the items we have now are realy not uncommen and they don't do much for you anyways in regards to defense... To compensate perhaps piles of washed a shore stuff can provide some innitial items. like a melee weapon called 'drift wood' that has a couple of hits, say 15-20 or so... maybe a plastic bottle with cap, giving 50% of the water a canteen does. And maybe some dirty rags that can be used as bandages (though with a high chance of infection, once that comes). also add a civilian backpack with 4 slots, and rebalance the chances of finding backpacks, with nothing to start out with perhaps the chances of bandages/painkillers can be upped a lil bit, at the expense of more precious items, which now include a backpack and a flashlight ... more items means less overall chances of something particular to spawn, which seems to be exactly what people are asking for a lot. ADDITION brought up in discussion by Figs: Use the difficulty server setting to influence what you start out with: Recruit, start with stuff as we start now. Regular, start without a backpack Veteran, start without backpack & flashlight Expert, start with nothing I still prefer the original idea though, but difficulty works aswell
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Start us off with NOTHING please
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
@Disgraced, i already had this situation happen to me a couple of times, either by loosing the bag (and some other stuff) by swimming, and when i tried to pick up a backpack but didn't know how, but already having put my backpack down in hopes that would make me pick it up... ending with me not being able to pick either up :P But next times i die i will :) ... it's only fair that i try out the thing i suggest more... though this suggestion does come with some item spawn places i can not replicate... still though, testing it more is never a bad thing -
Start us off with NOTHING please
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Ordoo, there is a like button on the forum, which means you won't even have to type 'This.' works wonders ;) -
I think at some point these things will have to be integrated into the difficulty settings... where from Recruit -to- Expert more and more of the HUD disappears :)
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@soapmak3r, why would things stack, that doesn't make much sense except for a very small sellection of items. F/e painkiller box could have a couple in them, bullits are already stacked in magazines (and we may find magazines and bullits seperately in the future), any other item though? that just doesn't make sense. The inventory system isn't fine as it is, because (and you may not have one) but as soon as you find an ALICE pack i am sure you start to understand what i mean. I totally agree on the size of things, just not on the inventory space, and one can never truely make size in bags truely relative, i mean how much space would a tanktrap and barbwire take, esp. the tanktrap. So to me it would make much more sense to add 'weight' as a second way to balance items, the suggestion in linked in the OP you might want to check it out...
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I voted no, because classes severly limit what you can do by pre-sellection, you often can't change them during gameplay, and people expect all sorts of silly advantages for a certain class... I do think though that DayZ needs a system to facilitate specialisation so that group play becomes both 'wanted' and 'preferable' ... that the main reason behind this suggestion: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/ So i hope that gets implemented instead of some class system...
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REAL alpha testing - Do you want it or not?
L0G!N (DayZ) replied to magmatrix's topic in DayZ Mod Suggestions
if you yourself truely want to do this then best would be to get a private server going, then you would have server rights, then you can also get some hacks (no clue where to get them, but the internet likely knows) and you can spawn w/e you want. By having a private server you would also not be connected to the hyve, and all the 'testing' (aka spawning stuff) will not effect your status in regards to cheating. I am fairly sure you would be able to do this, if you truely want to, but i have no clue asto how :/ -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Ehrm TheSwede, how is this suggestion not exactly doing that, giving players 100% controll ? ... the bags are just specialized items anyone can find, you don't choose to find what you find, so you use what you do find, if you find something you think is better you disgard something worse ... I see this everywhere in DayZ gameplay... And how is the 'medpack' and the 'sowing pack' not exactly the same as your 'buttpack', with the only difference that you have one on you automatically, while mine has to be found first? You may also want to read the thread i linked at the 'beltpack' option, if you haven't already, seeing we both do seem to agree on one thing it be good for the game to reduce space. -
Start us off with NOTHING please
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Figs has a good point i think, this can be a good thing to use in the Recruit, Regular, Veteran, Expert devision. Recruit, start with stuff as we start now. Regular, start without a backpack Veteran, start without backpack & flashlight Expert, start with nothing sounds fair enough :) ... good thinking Figs! -
Just a few suggestions...i have a so many.
L0G!N (DayZ) replied to Lord Turner's topic in DayZ Mod Suggestions
I am fairly sure i seen all of these pass by in other threads, or in threads of their own :) ... but not bad for a first go, hoping for ones that are truely new though, and do use search if you'dd please :) -
The thing i would chance is have the surrounding greenline of every icon 'reduce' as the need grows stronger, i know there are colors as well but they can be rather hard to see at times, and they are also not very explainatory, except for when they flash. The color changes can stay though, and the surrounding line should basically be full at 100% and reduce untill 'red' starts or perhaps even dark orange (when ever that is), after this i think there is quite some scale left b4 you are truely starving. The sounds as subtle indicator was something Rocket talked about, and i do think this can be good, though whether it can truely replace (all) icons i doubt though, esp. since a visual clue is way more clear than any subtle hint... maybe in conjunction :)
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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
The packs are there to reward players for picking up a role and basically have the game facilitate this role a bit. If you 'just' reduce the size you will have droves of people going 'i can't do this or that', so with these packs 'we' can easily point that the space is reduced so you can't do everything and that finding special beltpacks will facilitate any role they want to play. Another reason for the packs is drops! see people (including yourself) keep requesting droprates to go down, there are two ways to do this, either you increase the droprate of other items and reduce it of those you want reduced (seeing the total will still need to be 100%). OR, you add more items to these droplists, i'm sure you can see that if currently there are 10 items, each item 'theoretically' has a 10% droprate. Now add a couple of items to this list and the droprate of all the items HAS to drop. And i think these packs are cool :) , various of them are also authentic, so it isn't besides the 'reality' of DayZ to have them :) -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Well that would be harsh wouldn't it, say you find a medpack and all of a sudden you can't fire you sniper? that doesn't make any sense! The whole idea behind this suggestion is to realy force a player to make choices in regards to his playstyle, at first (s)he will just use the things (s)he finds and every expansion of the inventory would be welcome, esp. if the inventory space is reduced, and you don't spawn with a backpack anymore. In that situation a beltpack would be a welcome added 3 spots. But as this player progresses and finds both more tools and more packs (s)he is going to have to decide which to keep and which to disgard, as you can't be mr/mrs Doitall ... so people that like support will hang onto support packs, people that like cars and fixing will hang onto those packs, etc... this way you are rewarded for the role you yourself think you want to play, while not being limited in your choices elsewhere (guns), and not being forced outof a gun, you aren't even forced out of becomming something else (like pre-sellected classes always do), if you have a group people can still give YOU tools to repair a car after you make some space on your toolbelt, and you can fix the car while 'they' do something else. Freeform professions, by limited space on the toolbelt and 'toolpacks' that reward wearing them by giving more space to specific or general items. :) -
Start us off with NOTHING please
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
The reason to spawn without a backpack & add a civilian one is to make them a tad more commen in loot drops, putting presure on finding the things you truely need. Also, in the beginning of your DayZ experience all you are likely to put in the backpack is garbage anyways... you don't realy need one... and not having one increases the enjoyment of finding one, even the Czech or the Civilian one will create a moment of joy, as you now DO have a backpack! As for the light, like i said there are alternatives in the game, which currently are hardly ever used. So spawning without a flashlight makes these items more usefull, and the enjoyment of finding a flashlight bigger, and again, adding a flashlight to loot tables puts presure on droprates for all items, which ... -
@Sgt.Racheloblade, This is not a troll thread but a serious suggestion to cut down the amount of space people have, to create another kind of scarcety and force cooperation, and make the game harder by limiting space. If you mean that all the threads about making dayZ harder are TrollThreads then please use a few more words so your intentions are clear. @Magicool, great vid, now try that with cans of beans and coke! or even tanktraps. Or even do the same and try to run for it! This vid is fairly silly as you will loose half of those guns as soon as you move an inch. And the rifle, lmao, well i guess add some crutches and nobody may notice... @LastShinanigan, your point has been brought up (though not the duffle bag) in the weight thread, i was unable to update the OP though, seeing my account was lost on the forumsoftware update. So i made a new thread only just now, and the link in this thread has been updated to link to the new thread of which i can update the OP with new info... ps. I like the dufflebag idea, given it is rare and takes one's primairy slot, it would even give the rocketlauncher a bit of 'ease' as it prevents one from having a bag... and if weight does get added, a dufflebag is balanced in it's own right ...
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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
Came up with 2 more 'packs' to be introduced for this 'profession' system... * Beltpack: uses 1 slot, giving 3 slots for ANY inventory assigned items, basically go together with http://dayzmod.com/f...nventory-space/ <- that suggestion. * Shovelpack: uses 1 slot, giving 2 slots: holding (a) shovel(s), and any small tool, or magazine. shovels are introduced to utilize the 'hide corpse' feature, without a shovel a corpse can't be 'burried' Come on people, surely there are more 'packs to be introduced' to put presure on that toolbelt and force 'professions/classes or w/e you want to call them' into DayZ, without the need to choose one or the other and be stuck with it. You are what you find, or share... Any feedback on the items suggested or concerns about packs being to generous when stacked are much appreciated! -
Ok, i don't get it, i been on this forum for about 2weeks and seeing i like ideas/suggestions this is the place i hang out most. Now in these 2 weeks i have seen roughly 8+ threads all asking the same thing: MAKE DAYZ HARDER! and all request, reducing loot/weapon drops, making zeds harder... while this may be a viable way to make the game harder, it's just one element of making the game harder. And various thread to introduce more teamwork, but no real viable ways to do so (+1 to mechanics is not DayZ) ... and these threads get bunches of people agreeing... But as long as you can carry the equivilent of a wharehouse and a toolshop with you, this game will likely be as easy as ever, just a tad more frustrating if the zed's are made harder and loot drops reduced. While there is still no incentive to cooperate, due to being able to do everything because you carry a whole toolshop with you! ... Now this suggestion actually makes the game harder, it also gives a great incentive to cooperate (esp. with the various other threads linked to it), and i get 3 people basically being against this idea because 'i don't wanna loose space' and no one (sofar) agreeing with me that this would indeed be a good way to make DayZ harder ... So what is it? Does the community want a harder game? or are these threads just made by trolls that want to screw our experience over by pushing for OP zeds and nothing to fight them with!
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Funny how people still argue this makes things easy, esp. if you considder that 125hp/HOUR means you be 'waiting' for 8hours to just get 1000HP back... and you still need to drink and eat in those 8h, so it's realy a small thing to add but it would make a lot of difference for some situations. Esp. if you can't find enough food, and do not find MATCHES, where the heck do they even spawn! And 125hp/h is both 'authentic' and if you log off and log on the next day, say 12h later, you will only have generated 1500HP, which means that if you disconnect with about 3400HP shaking badly and blurring, you now have 4900HP, you are now able to do a bit more, like actually find those matches! But agro one Zed. and you are back where you were... I am all for this !!
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'Trust' or 'cooperation' comes from being limited, and while limited resources only spurs more killing (aka the 'reduce spawns of X please') only makes things worse. There is though a very simple way to foster cooperation, reduce space on the toolbar to 4 slots! and reduce inventory space considderably... this reduces the things YOU can do and take with you, which means that if you want to do more things, you will have to team up!
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I like: - Car hacking tools, repairing is one thing, but you will still need to start the f'r. More items to restrict the game more is a great way to make the game harder... - Hiding stuff, i am not sure what triggers despawns of items (if at all) if you just leave something under a tree somewhere. Finding it back though ;) ... if not possible then i think adding 'staches' to the game will increase the possibility to stach away loot and it will increase the places to find loot - Notes, while in a sense i see this open for 'abuse', it should automatically put your character name on it, and a report button, so if you write: #$&)(*%&) i can just click 'report' and have your sorry ass warned with an ingame infraction! Bases be nice, but just how i don't know, as long as Zed's glitch through stuff they are fairly useless to keep yourself safe. And keys are ok, as long as i can use the crowbar to still get in your house and eat your beans!
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I think the dev's should add Wine tbh. red and white, and ofcourse add some 'being drunk' effect to your screen... and wodka, what is russia without wodka!
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Good 'well not realy new idea' but yeah, this needs alternatives but morphine.. And why not RUN? there is this great feature in the game that is called 'PAIN' and if you walk with a splint you will fill shoots of pain every once in a while. But if you RUN, and yes you can try... that would friggin hurt like hell ;) ... and maybe this can limit the amount of steps you can run, before you pass out from the pain ;)
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Good suggestion 'The L!ne', using a shovel to be able to do this makes it more 'authentic' or 'believable' that you can just 'sink' a body into the ground, and there need to be more tools anyways so the presure on the toolbelt increases... I would suggest it as a thread of it's own, "add a shovel to enable 'hide corpse' feature" ...