L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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OP updated to include addiction consequences, and some of the things mentioned in the quote below, that was made in the 'full physical'-thread. The biggest addition by far is dealing with 'BURNING'!
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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
@Venthos, i do not seek to punish anyone more than anyone else (not bandits nor survivors nor teamplayers with tents), i just wish to make death an equal big deal through-out the gaming experience, and add more mid-game content. See if you just spawn death isn't realy an issue, more than often i draw agro from some bugged zed that saw me through a wall by chance, so i start running through town find a building and loose all i picked up... though once you found some basic gear, then death starts to suck a bit, as you have to go through the whole 'get basic stuff back' routine. This would increase as you gain more and better gear, BUT, the moment you find a tent (and I find them all the time) you turn into a little squirl and stock up on stuff, now death has hardly any meaning, you die? well run back to your tent/base/car and continue ... in a sense a base/tent/car works somewhat a [save game] function, it negates the death is a big deal thing entirely. And i too like this game for some of it's nostalgic mechanics, but in my views the [save game] ruined a lot of the tension in gaming... And i see it return in the storage feature, so in my views there should be something that brings back that tension, and seeing collecting gear isn't one of them anymore, the only thing that is left is to replace it with some other progression. Learning by doing any skillset that can not be transferred over from IRL, or isn't authentic (like becomming more accurate, or having more HP) should not be a part of it... I also wanted to add that, as it currently stands your A & B examples are already unequal, A will gear up fast and beat that part of the game with a simple run, B will have to gear up entirely again. There is a difference though, player A will have likely 'trained' other skills than player B, because of the simple fact that player B (as i read) is a lone wolf, he will not have been applying bloodbags, fix cars (or else he had storrage), but it's likely he will have hunted... Player A might have been the engineer, medic, hunter, w/e of the team. His death caused the whole group to be less effective... so in the end i think the impact on both players will be tramendous, but atleast I am not proposing some system in which they start at lvl0 again, have to kill 1000 zeds or do something 1000x just to be able to do the next thing. So everybody can do everything, but also get better at it ... which increases the tension for all players ... and as said it's not supposed to be like the newb can't do shit, the noob may fail a bit more often but if they persist they will prevail (and 'learn' from it). Anyways, it's hard to convince somebody that just doesn't want to see what it could add, and in a sense Because in my clique people are already seeing that they now know some good locations to get stuff, and after they build their tents/car there is NOTHING there to do but hoard more ... this means there HAS TO BE some sort of progression, that fills the 'mid-game' experience, atleast in my views. Now i hope you don't feel to agitated by using your own argument against you, but look at it this way, I spend most my time in the suggestion forum and i seen all sorts of skill/perk/profession/class systems pass by, and a lot of players pretty much expect there to be some progression, so the reason for me to make this suggestion was my aversion to these suggestions, as all other systems either lock players out of doing things (profession/classes) or just make no sense in relation to DayZ (you kill 1000 zeds and you get to put +1 in your medical tree/perk to unlock using sterile bandages instead of the starter 'rags', how does that even make sense?) ... so while you can uphold your aversion to any skillsystem, you may want to look at it this way, IF there were to be a skill/perk/class/profession system in DayZ what sort of system would I want ... and which wouldn't i want? ... i would not be surprized if this will lead you to conclude the suggestion I am working on here (or 'we' since i hope people will help out through discussion) will be the most in line with the DayZ experience, and the least MMORPG like, giving the most freedom or least restrictions ... while it does keep tabs on the excitement of playing by making death mean more and more the longer you survive, and also provides something that you can't 'prepair for' (like stocking items in your base does now).But enough time spend on this now, I don't expect you to see it my way, but i do hope you look passed your innitial fear for anything skill related to be able to see this is atleast the least horrid of them all ... -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Well engineering is a brought title to use for various disciplines, and seeing it's realy upto the player to decide what role he plays, i just called that particular setup a 'repair guy' setup. But if you want to call yourself an engineer then please do so! -
you mean broken and glitched ?
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If you read the rules there is already a rule that states: make titles short and descriptive ... now all we need is enforcement of the rules, but aslong as the title here says 'PLEASE read' i doubt we see a 'DO IT OR ELSE' attitude
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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
None of these skillsets should give a player any bigger chance to survive a bullit/hatched to the head, so i don't realy understand where your first 'now italiced' response comes from. Though perhaps i should include it in the OP under the 'Do not affect these things'-list.I will have to admit that the OP is still a work in progress, and I may have not stated every 'if / but / etc' in regards to this suggestion. But, I personally would like a 'what players need / and what they want' distinction in this suggestion. As such what players need should not be restricted (if you read the thread you will hopefully see my responses to some other suggestions on this topic to be in line with that statement, aka. unlocking abilitities is something i would not like to see!), but in regards to the things that people want, yeah i think progression in these skillsets, for as far as they can not be realized as IRL skills in the gaming environment, should be open to failure. I do not want to make a new player fail a 100% untill they did some arbitrairy action 100x, but in another thread i mentioned starting at 40% with a quick progression to 60%, to then have half the speed untill 80%, and long progression from 80 to 100%. Where these % are not fail/success ratio's but more or less some sort of 'skill level'. Last, YES! the goal is to make death a bigger punishment because once tents & vehicles work correctly death will be nothing more than the inconvenience of running back to your tent! ... and while i think a camp should lighten the burdon of dieing, there obviously needs to be something to replace it... a reasonable progression skillset system COULD be just the thing! I have thought about grinding a lot already, and if there is any risk in the learning-by-doing system it is the grind. The main reason i hope to combat this is to simply not show any stats on skills *period*, if you don't know where you are then you don't know how far you can (have to) go. Another thing is the availability of items to grind with, one can only 'grind' bandaging on bleeding people, bloodbags on people that are hurt, cooking/hunting on animals, etc... and the idea is progression through doing the things you progress in, so no matter how many zeds/players you kill there will never be any skillpoints to put in some skilltree, as there is no skill to progress by killing zeds! Well there is shooting them through the head, but that is a skill YOU as a player can learn yourself, so there is absolutly no reason to put a +1 system on it ;)@BazBake, Don't feel left out by not being quoted, i hope i answered some of your concerns in the responses above, but your statements did leave me with little room to respond. All i can say is that i will try my best to replace as little systems with 'rpg-like +1' systems as possible. And I am more than open to suggestions that make sense, f/e through discussion i think 'we' came to a cool cooking system that is on page 2 somewhere, while it is realy detailed it also ads a bit more than 'put meat on fire/take meat', because if that is all there is, why not just eat the damned meat raw! If it's fresh you won't die from it, it may be a bit harder to digest but if you chew realy good... and it's not like we humans only started eating meat AFTER we learned how to cook it, if you think so, then please check on monkeys diet's there are several that also hunt for meat and just eat it after a kill, no cooking involved... @All three of you, as already mentioned this is a work in progress suggestion, and the fact that i respond to your concerns should hopefully show that i do not ignore them, I too see these concerns to a certain degree. But then again, learning by doing is the least evil of all other possible systems, like XP for zed kills & skill trees, or perks that make no sense or lock people out of content untill they did something 1000x or even worse killed a 1000 zeds before they can repair a chopper ? like wtf! Learning-by-doing could provide decent mid-game content, while also keeping the tension in the game in regards to dieing. But please keep visiting this thread and keep tabs on the OP, I will add and make changes to it in the weeks to come, to give more meat to the idea. Be critical and ask questions, though if you still don't like it, well there is little i can do about that up untill a certain point, in that case you stated your dislike, i took note of it, and if you don't see it resolved i just ignored it ;) don't feel bad about that, as it's my suggestion not yours :) ... but do note that i gave you the opportunity to make it the least resentfull as we both could... -
Instead of removing tents & vehicle storrage, i think it would be better to introduce other forms of character progression that can not be so easily replaced... Gear is only step 1. With it come the Zeds. After those come the 'bandits', dealing with both is surviving. But then (and rocket mentioned this), and i think the mainpage should be changed accordingly (also @dvnt), players should 'thrive' ... Now as long as the game is 'only' about getting gear, then if you are 'thriving' there is no game left? but the moment you introduce other kinds of characterprogression that are not so easily replaced the penatly for death is back again. So something like this suggestion: http://dayzmod.com/f...es-professions/ would totally bring back that 'oohww please don't DIE NOW!!!' feeling i have when i'm playing (as our clan only had a car once, and it got nicked or reset by the server). With such (or any other) progression system, that progression is lost, gear is only a 1.5need (after food/drinks), and the whole tension gets put back into the game for the mid-game experience :) Tents & vehicles actually make the other half of the mid-game experience, and are a great incentive to keep playing. The clan i play with (small 3.5 people) are getting more and more familiar with the game and gearing up goes fairly easy, esp. if we are playing together. So a car (and fixed tents) is (are) what we are looking forward to atm. the tent basically to 'hoard' the things we need to build the car, and to have some gear lying around in case one of us dies. The last thing realy saves us some time getting a player geared up again, and to provide a good meeting place to group back up.. Also, once hacking and duping are fixed; durability is implemented, lootspawns are tired and tweaked, the diversity of items dropped increased (creating more presure on loottables), inventory space/toolbelt reduced, a weight/stamina system implemented (sprint less distance, so you are forced to confront infected more), you will basically need a tent to store a second gun with ammo, since you can't rely on finding more as easily as one does now. And again, with other places that provide character progression and thus loss of value on death, the tension can come from other places instead ;) Forgot one thing, tents&vehicles also provide an added feature to the game: Random loot and repaired vehicle 'spawns' ... nothing brings a tear of joy to your eyes than finding a small encampment stached with bloodbags if you don't have any. And if there is a car at the camp, that just saved you the whole deal of having to find a wreck and repair it! ... and all that without having to code it in !!! :)
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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
Just some stuff i think I may have to add: - reloading speed? - animal training? what about other 'character progression' area's? <- these currently in the 'full physical' thread. - strength (weight carried) - stamina (sprinting) - endurance (jogging, longdistance) -
While i totally agree with this, there is also the issue as to, can you facilitate the 'whatever you want' direction a player takes, or even force them to make a choice... And i think you can do so in two ways:1. Reduce the amount of spaces available to 'be everything', and facilitate the players choice by adding items to the game that give atleast 'said' player the feeling they are what they choose to be, aka: http://dayzmod.com/f...sions-teamwork/ 2. For every skillset that does not transfer over from an IRL skillset (f/e orrienting yourself without a compass by using the position of the sun to guestimate time, and with it a rough understanding of 'south/north', to then use the shading on trees to hold your direction as you travel, and yes you can totally do so if you know how), introduce an ingame progression system that in a sense simulates 'learning by doing', aka: http://dayzmod.com/f...es-professions/ So, with these two systems in place you can still do everything, change what you do or want to do, are bound by the game's looting system, and basically 'work your way up to be what ever you want', but while you do so you are rewarded for your choice, by progressing in your ability to perform a certain skillset; and have a lootinggoal to work towards, obtaining those toolbags that make your character excell in w/e it is you want to excell at. While (stating this again) never being fixed or forced into a particular choice ... just 'guided into making one', do note you can always change your mind and these systems don't punish you for it (untill you die ofcourse :P )
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DayZ standalone... Wait for it, or buy now?
L0G!N (DayZ) replied to stefan_s's topic in DayZ Mod General Discussion
I would say, seeing your rig doesn't come untill 2 weeks from now... wait those 2 weeks to see what announcements are being made ... 1 thing is clear, you like DayZ, but surely you didn't just buy the rig just for DayZ, so depending on 2 weeks time you can decide in two weeks what would be best. If by then the standalone alpha comes out in a month (that's 6 weeks from now), then go play some other games for a few weeks, buy the alpha standalone and join in on the fun. At all the 'the game will be finished in...' seeing this game closest to a (MMO-) FPS-RPG or atleast has the aspirations to grow into one, i doubt this game will ever be truely finished :) ... If i be BI & Rocket and would try to aim for christmas next year to get a good decent chunk of development done, to where the game has it's prime functionality without any major bugs. You could call that 'going gold' status, but if I hear Rocket talk about base building and Eve, then it's fairly clear to me that the game may not ever be entirely finished. We might well have to wait untill DayZ-II to have a truely MMOFPSRPG where you can basically travel the whole zombie invested earth, with all sorts of vehicles. Where clans form their own 'provinces' by controlling territories, where there be alliences between clans forming entire contries. And wars are being fought between them for controll over resources ... Well maybe not DayZ-II but it will surely not be by christmass next year :) -
In this thread i will try and compile a full set of physical elements that could be added to the game. It will concern anything physical concerning the character. YOU can help me construct this thread by suggesting things i forgot in this OP; know of a good thread that discusses a single aspect in this thread, please let me know so i can add a link to that thread. Hopefully we will do such a good job that the Mods sticky this thread, reducing the amount of physical related suggestions to realy NEW ones! -------------------------------------------------------------------------------------- This thread 'fuels' the first aid/medical thread as soon as any 'sollution' is needed to dealing with a physical aspect: http://dayzmod.com/f...ical-first-aid/ This thread deals with the various things that influence the physical entity that is your character, these can be the effects brought on by a condition that effects the character, as well as more general features related to physique. This thread holds various things that happen to your character or the screen, and in general not the things that can be done about them, for fixes please goto the above 'full medical' thread. Strenght (& thus weakness) This will have largely to do with the amount of weight that can be carried around by a character, by affecting the movementspeed of a character. A target weight for not being effected at all would be somewhere in the 5-10kg ranges. Health and Safety regulations in construction use a limit weight of around 25kg to be carried by hands, anything over 25kg should be carried by using a tool (like wheelbarrow). Obviously a zombie apocalypse situation has no health & savety regulations, but this data regulation show an authentic threshold. Weakness would be the opposite of strength. Various conditions could reduce the amount of weight that can be carried, or the weightcarried could have an effect on the condition... A thread that discusses weight extensively & exclusively: http://dayzmod.com/f...eight-on-items/ - backpacks could have their own stats, in regards to 'added weight' they allow to be carried with ease. - Strength could increase based upon various factors (timealive, heavyweights lifted, time run, etc?), but obviously to a certain limit. - being lower on blood should reduce the amount of weight that can be carried. - being sick/infected could reduce the amount of weight that can be carried. - 'IF' wounds would heal over time, certain wounds could reduce the amount of weight carried, or the weight carried could influence the chances on pain. - 'IF' broken bones (leg/arms) would heal over time, these could reduce the amount of weight carried, or the weight could influence the chances on pain. - Food/Drinks, these could deplete faster, while a full status could increase starting values a bit. (the medical thread already includes suggested 'calorie/hydration'-stats for food and depletion of these, it should be clear how calories are burned faster and people dehydrate faster based upon excertion) - Moaning or grawling, heavy breathing could be used aside from reduced speed to signify the burden of the weight carried. - The amount of weight could limit the ability to sprint or jog entirely if realy heavy objects are carried (see stamina/endurance for sprinting and jogging) Stamina/Endurance (& thus fatique/Exhaustion) Where strength would determain just how much your max running speed is effected by the weight you carry, stamina/endurance would determain for HOW LONG you can maintain this maximum speed. The obvious reason to include this physical feature into the game is to limit how long you can effectively run from infected. There are two sides to this feature though: The short range sprint (stamina) and the long range jog (endurance). The game 'needs' to distinquish between these two as both have a distinct reason to be in the game: the short range sprint to get away from infected and the long range jog to get to places. The sprint should likely limit maximum speed after about 100-200m, While the jog should allow a player to move at a decent speed for 10-20km. Obviously after these distances you should be 'tired/fatigued'. There could be various ways to simulate the cut off moment: slowly reduce the maximum speed, have short catch breath 'stop movement' moments, or plain 'dropping to the ground' in exhaustion. The most elegant system would obviously use an algorithm that combines all of these. In a sense that you can sprint for 100m at top speed, after which you start to run slower and slower, though after you catch a breath you'd be able to run at max speed for another 50m, after which you run ever slower again untill you catch a breath and you'dd be able to run for another 25m at top speed. To then be totally exhausted and drop to the floor gasping for breath. Similar but then in KM could be used for jogging... - Running upright could be used as Sprinting, Croughed running could be used as jogging (Jogging should be slower than Infected Run speeds!) - Strength would obvously set the max speed. - Both stamina & endurance could increase upon various factors (time alive, distance run, distance sprinted) - Both could be effected negatively by the amount of HP, sickness/infection - Heavy breathing, gasping would be indicators of how fatigue/exhausted a player is. - 'IF' broken legs heal over time they could effect stamina/endurance during that time (the medical thread already includes suggested pain while running during healing time) - Adrenalin, being chased obviously increases the motivation to run! Being 'hit' would strengthen this motivation even more. While this would add another layer of complexity to the algorithms that govern this feature it may yield an interesting variable. (perhaps adrenalin shots could be integrated as an item, giving a short lasting boost to stamina.) - Food/Drinks, these would likely deplete faster, while a full status could increase starting values a bit. (the medical thread already includes suggested 'calorie/hydration'-stats for food and depletion of these, it should be clear how calories are burned faster and people dehydrate faster based upon excertion) Tiredness This is a somewhat controversial feature, as it could come with the dreaded 'rest' to deal with it. And there is currently no 'sleeping' in the game, nor do we know if we 'sleep' while we log off, and i think nobody would realy like being forced to sit for a trivial time just because they are 'tired'. Still though, 'tiredness' could be an interesting overarcing factor to further tweak the above systems in a negative way. See if you are more 'tired' overall you would be more effected by the weight you carry. And if you are tired overall you would likely be able to sprint for less of a distance and get 'fatigued/exhausted' sooner. While i realise it makes the whole system even more complex, adding a dampening factor to stamina/endurance recovery could well be interesting from an authenticity standpoint and a 'forcing to interact' standpoint. The game should be able to detect when you do 'nothing' though, and slowly reduce 'tiredness' based upon this. And lets face it there are numerous times when you stand still or hardly excert your character. While it seems rather un-authentic that you could keep sprinting 100m's without end, as long as you have caught enough breath. Even eating doesn't always solve you being tired, sure food/drinks may give you back some energy, but if you are tired then you are tired... - Being tired effects how weight effects the maximum speed - Being tired effects how long you can sprint/jog - Getting tired would be caused by all exertion (distance sprinted, distance jogged, amount of heavy lifting, time play session) - Removing tiredness would be the result of slowly depleting tiredness while doing 'nothing' or non exerting things. - Eating/Drinking might reduce tiredness a bit. - Yawning would indicate a tired status. - Sitting may be a way to deal with tiredness faster. Body temperature The body temperature is a system that leads to Hyper/Hypothermia which could cause death eventually. A high temperature usually leads to faster dehydration, which makes one feel weak, it's not uncommen to faint or passout while suffering from a heatstroke. Low temperature leads to the shivers, passing out (some of these things are already in the game). The following aspect could govern body temperature: - The 'outside' temperature, either Hot during sunny days, or cold during night. - Altitude could govern outside temperature, given mountains are high enough. - Being wet or dry. Wet causing a decrease in body temperature or slower heating due to evaporation. - Sprinting/Jogging should increase body temperature, but only to a certain point as one would start to sweat and cool from evaporation - Clothing could have an insulation stat, influencing how fast the body cools. Well insulated clothing could have troubles with overheating though. The body temperature algorithms should likely be set up innitially with the naked body in mind, to then have it being effected by the insulation of clothing, while not forgetting the ability for clothes to get wet (or not <- raincoat) - Higher temperature would cause faster dehydration. - Lower temperature would cause more calories to be used. - Being low on blood (HP) would mean you'd cool off faster. Blood(HP)/Wounded/Infected/sickness/Poisoned While all statusses of the physical body, these are dealt with in the 'full medical/first aid' thread linked at the start of the thread. For as far as these statusses would be able to effect other physical aspects they are mentioned at each. Morale This feature has been scraped from this suggestion list after an interesting discussion on the topic, in which the conclusion was that morale is a thing that should effect the player (that's YOU) instead of being some trivial counter on your character. Morale is an emotional state and is thus in the realm of what the game tries to impose upon YOU. link to discussion to come ! I will continue filling this OP, please stay tuned/be patient !
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@Alex, i realy like some of these things, but the thing is, your suggestions should go in this thread: http://dayzmod.com/f...ical-first-aid/ I see atleast a few that are not included in the full medical thread, so if you could post them there i'dd be more then happy to include them :) nm. i quoted and updated the thread already, the burning was actually a nice addition !
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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
I am bumping this thread in hopes of getting some more input for the suggestion forum community. Now that DayZ has been announced as going standalone i personally think that making this suggestion as good as it can be will be detrimental to winning over the community and the dev-team to actually implement it and as such make DayZ a better game with a decent early/mid-game progression system! As such i'll be paying a bit more attention to this thread and the ideas in it over the comming weeks :) -
Bit of an old thread, but i was reading through the rocket said thread and stumbled upon this post to which i just want to respond, mostly in regards to the part i made italic...The easiest and best way to achieve a balanced progess system, and avoid the horror of dieing, is to not start at 0 and move to 100%. But to start everybody at say 40%, to then have a relatively fast progress to about 60%, and to then make progress to 80% about half as fast, and smear out 80-100% over a very long time. Sure it still sucks to loose a 100% character, but seeing the progress to 60% is fast, and to 80% is decent, the loss feels still reasonably recoverable. The above also means you don't have to specialize in something in order to do it, everybody starts at a 40% skill level, meaning that a player can already do 'everything', though with a certain success ratio (a bit more on this below), so they don't need to specialize in everything just to play the game and deal with things as they come along. So how do you prevent players from specializing in everything? Well i think you shouldn't! I think you should limit the things people can do, by limiting the availability of their tools. And make sure there is a lot of 'presure' on the rest of their inventory space to further limit the amount of tools they can switch between. http://dayzmod.com/f...sions-teamwork/ this thread basically gives a fairly decent system to accomplish specialisation by limiting the use of tools, while at the same time provide players with 'extras' that make them feel like they actually have a certain profession. While giving them complete freedom to change at will. Character Progression: 40-100% succes ratio, what should does that even mean/say? I think that you guys (dev-team) should try to make the systems you apply progression to as multidimensional as possible. So (off the top of my head) not just a fail/success ratio of a certain action, but also chances on negative effects (breaking something), and the durability of the action. This gives you guys atleast 3 ways to tweak the system, and make progress less about a mere hit/miss... There is somewhat of a suggestion thread here: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ ... In an example: Say fixing a car, a player could progress actually fitting a part (where fail & miss just mean that, do the action again), a chance to break the part (tough luck, get another part to progress), and the durability of the fix (how long does it last). The progress from 40-60% could be the fitting chance increased from 60-100%, the 60-80 progress could mean reducing the chance of breaking from 30 to 5%, and the 80-100% progress say the durability increasing from 100 to 200miles (obviously in the game these would all increase slightly as you get better, but some may warrent an earlier non-fail level than another, and chances to break should always be there, as well as breaking down). To fit in some human skill to this as well, you could give each component 3 states within the game: 100% a fully metal part, 60% partially rusty, 40% fully rusted. This state could then be integrated into the equations for calculating a part breaking and the durability of the fix. aka. The more elaborate you make the actual progression, the easier it is to give people their basic needs from the start (everybody can fix a car given they have the tools), while you give them room to notice progression (as they fix the car more often they have less failure and breaking of parts), while there is still room for progress both from the player perspective (identifying good/decent/bad parts) aswell as within the system, by increase the durability of the fix. And in case of engineering you could either put each of the vehicles of a 'progression path' of their own, or link progression from one to the other, with this i mean that you could have a basic engineering level counter next to this and start off more elaborate vehicles on harsher conditions, but with the general engineering level taken into account. So fixing a bicycle would be fairly easy, fixing a motorbike would be harder, fixing an quad would be even harder, then fixing a car would be in line, then an 4wheel drive, then a truck, then a small plain, then a helicopter. But how hard each next vehicle level is (for the first time) would also depend on the general engineering level. Some of this would have to depend on numbers as well, if there are a lot of choppers flying around and nobody is in a car, you may want to use this to 'postpone' the use of choppers ... *!* Why i ressurect this issue? Well i think these kind of progression systems are detrimental to the success of the game, this early/midgame progression makes it so there actually is a game. See in Eve you also start mining the easy stuff in your little ship, and progress in all sorts of skills to finally mine the big stuff, same whether you fight in Eve, or trade, or explore. There be no game if the cake is already there to be eaten!
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Good thinking ;) ... check out this suggestion and leave a comment if you like it: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/
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Bag/pouch inception, Holster/Sling, Ammo+Mag & inventory management
L0G!N (DayZ) replied to CallmeMerry's topic in DayZ Mod Suggestions
My personal preference in regards to the inventory system is the following: - Do away with primairy/secondary slots and relate the amount of inventory slots to clothing pockets. Then start us off in truely civilian clothing (sneakers, jeans, shirt, jacket) and relate the amount of 'starter' slots to this outfit. Then obviously the player could find all sorts of clothing through-out the world, that amoungst other stats, have inventory slots related to them. - Start us off without a bagpack, and basically implement this thread: http://dayzmod.com/f...nventory-space/ - Use the toolbelt for the additional bags as suggested in the OP, and more elaborately in this thread: http://dayzmod.com/f...sions-teamwork/ - Then i must say that i prefer slots to volume, this mostly has to do with convenience, as you don't have to check the volume of every item, you just need to know which items take up more slots. But i do think weight should be added, and influence the character's speed, basically this thread: http://dayzmod.com/f...eight-on-items/ - Then i also agree on the 'sling' and the 'holster', though obviously you wouldn't start out with a holster, you just use your belt to stach a pistol behind it. The holster is included in the toolbelt bags suggestion though ;) Put all of this together in one interface and you end up with something looking like, the interface that is displayed in the thread in my signature... (humbugs i can't insert a picture that is an attachment to some other thread, and the space is so damned limited, so if you want to know how it can look and you disabled signature (which i don't blame you for), check this thread: http://dayzmod.com/f...tions-for-dayz/ ) -
fix the basic things first is my sudgestion.
L0G!N (DayZ) replied to my_opinion's topic in DayZ Mod Suggestions
- Get DayZ commander, or atleast try if it works better for you. Updating throught he commander is a bit wonkey at times, but it works! Just remember to restart the commander after applying an update. - Keep practicing with that hatched, its a great silent one shot killer, though i do agree that the closeby thing is realy annoying.. - Once you get the basics going you will likely move more up north, then you will find that matches and canteens are more than plentyfull. Especially once you find town big enough that it has a 'hostel' or a supermarket. To all the others, have a bit of respect for somebody that is obviously not a native english speaker, and has likely thrown his own language through a translater, to then copy/paste it. And yes that is the most likely reason his sentences are so broken up... Though it would have been nice if my_opinion had taken the time to find the [edit] button underneath his post and made some real sentences, but with 3 posts it may well be one of the first times on a forum... -
Make Dayz Harder! Part B: Zombies
L0G!N (DayZ) replied to Graz (DayZ)'s topic in DayZ Mod Suggestions
Making DayZ harder is currently not something that can be done by messing with the infected. The biggest 'problem' is that we can outrun them forever, so untill some sort of stamina/fatigue system is implemented there is realy no use messing with the infected. Actually i think my case is even proven by the fact that they seem to be somewhat broken atm. since Rocket tried to implement a chance based range spotting, something that totally ignores line of sight as it seems. Zeds seem to come for you from behind buildings or ridiculous ranges, not because they truely saw you, but because you drew a short straw... The moment there is stamina, the zeds can likely move slower, since you won't be able to outrun them for ever, once they move slower they will also become less glitchy, as part of that is mostlikely due to the animation that is used for them currently. Pathing does not have to be improved, the problem is not so much that they have an zig-zag motion, the problem is that they do so at lightning speed. If they were to just run straight at you they are way to easy to shoot... Anyways, i don't agree with any of these suggestions as first the player needs to be made less OP in regards to the infected, to create a more authentic movementspeed sceme (sprint = faster than zed-sprint, jog = slower than zed-sprint, zeds don't have fatigue). After which it's fairly likely the zeds will have to be toned down a bit instead of being made stronger! -
The Adrenaline Status - Stop ALT+F4ing
L0G!N (DayZ) replied to IceCreamSandwich's topic in DayZ Mod Suggestions
Instead of all the temp/full banning which is the result of an understandable venting of frustration over Alt+F4'ing ... why? Also, while i am not a computer expert i think Alt+F4 is a windows functionality, and thus not something that can be disabled from within the game... THUS! there just needs to be a 20-30sec log-out timer associated with either logging out or alt+f4'ing, this functionality has been implemented in a great number of games i played. It doesn't even need a status recognition, though it might be nice to just log of if one is safe without the risk of getting under fire in those 20-30sec. _____________________ | You are about to log off: | | [ 29 sec] [log off now] | --------------------------------- Seeing this could trigger from the Hive, the moment a character leaves or looses connection or w/e, there is nobody in their right minds that would alt+f4 when that means they will be dead when they log back in ... -
Died by a hacker for the first time, your worst loot loss?
L0G!N (DayZ) replied to shypatrick's topic in DayZ Mod General Discussion
After dieing of genuine pvp i finally spawned on the right side of Cherno, and i was on a quiet server, well this was my 3rd or 2nd spawn after the pvp event, the first couple had me die of some unfortunate zed encounters, yeah i had been alive for some time and was sort of rusty on my stealth abilities ... anyways, i was doing great in Cherno, i found some good basic stuff, czech backpack, food/drinks, hunting knife, hatched, and i was one block away from the hospital, to grab supplies for me and my buddies to then run off into the sunset... Then the screen turned black for a milisecond and my whole inventory was filled with top tier stuff, WTF!!! all my gathered stuff was gone :( ... so i dropped everything that was handed to me on the floor, ran to some zed's to get me killed, then i disconnected from the server and moved to another... As somebody that enjoys legit play, some basic gear is what i lost to some lame bum hacker giving me everything i once hope to find! Spoilsports! -
Don't worry Ben, i am sure Rocket is well aware of these issues and they will obviously be dealt with in the Standalone, if not already in the mod... then these crybabies can't cheat anymore and either leave of become the cannonflodder they actually are ... just keep the fridge stocked and be in their for the long haul ;)
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Killing new players? Someone explain it to me...
L0G!N (DayZ) replied to impulse10112@hotmail.com's topic in DayZ Mod General Discussion
I think these nubcases shoot unarmed people in Cherno & Electro because they fear being shot trying the same up north! And everytime they shoot one of these poor sods they don't realize it's their bloated ego that screams "you are such a badass mf'er" to overpower their commen sense telling them to shit their pants by the idea of comming across somebody that can actually shoot back at them :P -
Shocking: Hacker sells A50 s for 130 US dollars.
L0G!N (DayZ) replied to Ankhenaten's topic in DayZ Mod General Discussion
You know what even more shocking, there are peeps just giving them away for FREE!! -
Actually i think you are entirely WRONG! ... looking at this problem from the Zed's will only lead to OP zeds that nobody can fight, or just some annoyance that everybody ignores. The sollution is limiting the player through 'STAMINA/ENDURANCE' & 'STRENGTH/ITEM-WEIGHT!' These 2 together with the zeds will give 3 'knobs' to turn and tweak, and will result in a more authentic and tense game. Aslong as we can outrun the zeds 'till the zombie apocalypse comes' zeds will never be more than an annoyance, or they will be OP ... *?* want to know more about stamina/endurance & strength/item-weight, check the 'full physical'-thread linked in the post in my signature. OR read up on ACE
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We really need a new item in the game
L0G!N (DayZ) replied to aaronivo@gmail.com's topic in DayZ Mod Suggestions
Dude just use search, it's the somaniest time this lame pre-teen joke is being made :P