L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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Change to ammo management/loot structure
L0G!N (DayZ) replied to agibbo@hotmail.com's topic in DayZ Mod Suggestions
Just to top this off, as i like the idea ... What about then finding different KINDS of ammo, and with this i mean: - Hollow tip - Tracer Rounds - Armor piercing - Normal rounds ofcourse ;) - And perhaps even blanks... This is kind of already somewhat the case with shotgun ammo (pellets, slugs), but if ammo is seperated from clips one could load an assortment of different bullits in a clip and if you know your combination you can use them in different ways. While at the same time each of these rounds could have different impacts... -
Instead of Authenticity i think 'believability' is a better word to use, i know Rocket uses Authenticity, but this may not be understood as it is intended by a lot of the non native english speakers. Believability is an easier word that has the same meaning in a sense, and also allows for a lot of features in the game that can be 'believable' in the context of the game, while perhaps not being 'realistic' :)
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Make the infected more 'human' and more 'zombie', adding depth and immersion
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Well the ones in 'I am legend' still eat humans, that's their whole thing, so one carrying around a snack from a previous kill would give them some intelligence, aka. don't eat everything you need, take some stuff with you if you can. Even monkeys in the wild do this :) there is even a theory that that promted upright walking with a human species, aka. if you walk upright you can carry things in your hands ... -
Nicely set up poll, wanted to add one comment to my vote: -!- The biggest irritation i have towards these zombies is that they instantly run at you no matter what, why? if they spot a potential target and this target isn't going anywhere, why run at lightning speed? If you make a run for it then sure ... See it like this, if i were to catch some animal and i spot it, I will go in slow and try to get as close as i can as undetected as i can, even if I and the Animal both know we seen eachother, if it doesn't suspect instant danger it won't run or it may even think i haven't seen it... BUT, the moment it makes a run for it so will I ...
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Some feature ideas requesting feedback
L0G!N (DayZ) replied to Ander (DayZ)'s topic in DayZ Mod Suggestions
The issue i see with either radio towers or fire's is that you will need a lot of equipment (and possibly) people to accomplish battling ghosters. While i do understand it can be a problem in fixed locations, like for example the Airfields and the Main cities. Which will give either side the option to realy set up a base somewhere and other the drive to take it down (aka. group play, f/e friendlies taking over Elektro by blocking out spawns for hoppers and bandits) ... but, i think just setting a perimiter isn't enough, if your spawnpoint happens to be blocked this way, then ones option should be to spawn at the beach or goto another server. And i don't think this is harsh, see, if you are not around to defend your spawnpoint (aka. you are sleeping/not logged in) than it's fairly reasonable to assume you either been captured or just slain in your sleep as this group came in to set up this radio tower. You may have been able to take one or two down with you but thats about it, and afterwards you would spawn at the beach with no stuff at all... so IF your spawn is compromised at this particular server, you get the option to spawn at the beach and keep your stuff, or you goto a server where this location isn't compromized... But the ghosting problem isn't just a problem there, it occurs everywhere and everywhen in the game, so there should be an easy to obtain item that gives a player the time to get away from a location someone else just alt+F4 outof, and my first thought was Flares, these only last 5min, so they only cause a fairly short period to block of an area for spawn, but at the same time, they give enough time to get out of that location and perhaps even to a good location to take off this person as (s)he tries to ghost back in. Flares are also so commen that everybody can have 'ghost' protection on them after the 1st or 2nd building they loot. A third thing that just dropped in my mind, it would be kinda cool if this radio tower could be modified to send out a signal that prevents Infected from spawning in a certain radius. Not prevent them from comming in if lured or drawn by loud noises. But clear spawning would be nice, that would give friendlies and bandits the option to set up relative safe zones. While a safe zone might brush against some people's hairs, on the other hand it's exactly what people will do (and have done through the ages), build something that keeps nasties out. Seeing buildings and barbedwire doesn't do much, as the infected just glitch through them, setting up a radiotower with an Infected Modification would atleast create a relative safe zone. What does need to happen though is that gas/petrol becomes limited in supply, meaning that this Infected repellant can only run so long, it will have people organize raiding parties to nearby gasstations in order to keep them running, etc... Perhaps a radiotower can only run in one mode, either repell spawning of people or repel spawning of Infected. In which case a choice has to be made, you can still somewhat secure your base with barbed wire, and other items to create a somewhat save area from people, or when you run two towers, you burn through fuel twice as fast. PS. Now that a generator is planned, it would also be nice if we can run lights off of it, this will help setting up safe zones at night, where you'll be able to see people comming in and can inquire them of their motives, or shoot them on sight...