Jump to content

L0G!N (DayZ)

Members
  • Content Count

    481
  • Joined

  • Last visited

Everything posted by L0G!N (DayZ)

  1. L0G!N (DayZ)

    Backpack Progression

    if you going to do this then do it right :) 1. toolbelt bag(s) - 3 slots (see related thread regarding toolbelt in my sig) 2. Broken Czech Vest - 4 slots *can be repaired with needle & thread 3. Czech Vest - 6 slots 4. Broken Cayote Patroll - 6 slots *can be repaired with needle & thread 5. Coyote Patroll pack - 8 slots 5. Severly broken Assault pack - 8 slots *can be repaired with needle & thread BUT only to 10 slots. 6. Broken Assault pack - 10 slots *can be repaired with needle & thread 7. Assault pack - 12 slots 8. Severly Broken Czech Backpack - 12 slots *can be repaired with needle & thread BUT only to 14 slots. 9. Broken Czech backpack - 14 slots *can be repaired with needle & thread 10. Czech Backpack - 16 slots 11. Severly broken Alice pack - 16 slots *can be repaired with needle & thread BUT only to 18 slots. 12. Broken Alice pack - 18 slots *can be repaired with needle & thread 13. Alice pack - 20 slots 14. Severly broken Coyote Backpack - 20 slots *can be repaired with needle & thread BUT only to 22 slots. 15. broken Coyote Backpack - 22 slots *can be repaired with needle & thread 16. Coyote Backpack - 24 slots I will assume you can figure out the rarities of these yourself ;) .. ohw and ofcourse we would all spawn with no backpack :)
  2. L0G!N (DayZ)

    DayZ Massive overhaul

    Great post, and I agree on most of it (except maybe the shooting skills, seeing i personally had to 'train' some days to get used to the arma engine, so i think shooting already has a learning curve, though some features may be applicable), if you'd like i would invite you to read my 'learning by doing' thread that is in the post linked in my Signature. (feel free to read all suggestions as they are all meant to make DayZ a bit harder, so that overall it becomes a lot harder and more interesting) .... But as you said, i think Character Progression is an area in which DayZ currently lacks a whole lot of content, and the learning by doing method is (in my views) one of the viable ways to achieve this. Some more ways are in my sig-post, like toolbelt packs, spawning without a backpack changing pack spawns (as well as adding broken packs), adding clothing of all sorts, and maintenance/durability to items... Another part is indeed the 'end-game' and while underground bases may sound cool to some, i recently seen a post that talks about all possibilities of repairing the excisting infrastructure, that 'to me' sounds way more interesting than building a hole in the ground... and where Rocket talks about capital ships he seems to forget all the things needed to actually build those capital ships in eve, there is no way you start building them on day one, and to build one you likely need a shit ton of time/money or a very large clan all doing their part to make the ship a possibility. Just introducing underground basis doesn't automatically fill the world with the richness that Eve has ... so i hope Rocket soon rubs the sand out of his eyes and ears, obtained by digging in his backyard building his underground base, and sees that to make underground base building have the function it has in Eve he will need to implement a large roadgrid to get there. Restoring civilization in some parts of the map (by players choice) would be a good start...
  3. L0G!N (DayZ)

    My Good Suggestions List and discussion.

    I agree with all these points EXCEPT, for the one dealing with skills, there are a couple of area's where IRL skills just can't directly transfer over into the game. These are currently mainly: Hunting/gutting skills, Medical skills, Engineering skills (Certain construction skills may apply in the future); and adding a learning by doing system (with HIDDEN +1 points) would introduce a mid-game character progress that does not detract from anything in the DayZ experience. And in my views would actually add to it !
  4. L0G!N (DayZ)

    FULL Medical / First aid

    @Quaby, you should add those to the thread that 3rdParty linked, as he seemed interested in more ideas regarding the Hospitals, I think they may be good ideas, but some go further than the 'medical sollutions to physical problems' this thread is about ;) :)
  5. L0G!N (DayZ)

    Control Old Industry

    The only things medical i can think of right now is having permanent damages as a result from injuries, which effect your character's functioning and which could be restored by operating ... things like bullit removal, resetting broken bones ... while not entirely a reason to restore the hospital (though it might be) is have it have a garage with a chance to spawn ambulances that function as a mobile spawn for medical supplies (or even a mobile operating station). Which could come in very handy once you build a base somewhere... I feel i also must say that i like the list of suggestions here way better than the 'underground bases' that Rocket just can't seem to (excuse me for saying it) shut up about. While underground bases are great for mad scientist creating a zombie virus, most humans would rather restore the life they were used to. And to actually construct underground basis, (aka. capital ships in Eve) one needs a shit ton of resources and parts, in Eve these are all player made from 'lesser' structures. There wouldn't be captital ships without miners, traders, production facilities, player owned stations, and players in smaller ships defending these. So while underground bases might be cool (not realy my thing) it be more interesting to restoring partial 'normal life', and for this to happen most if not all of the suggestions in the OP should be implemented, together with a means to turn them into a stronghold so clans can hang onto them (be it defending them from zombies, or from bandit gangs) ... Without paying much attention to suggestions that are in the OP already (i am sure the OP can filter those out, if (s)he is interested in updating the OP): - Mining locations: spawning raw materials, repair them (and add a mobile generator, or more) to operate mining carts and mining tools (produce iron, coal, copper). Would also spawn Picks, that can be used on rocks to get boulders. - Factories: of all different kinds: Forges to turn ores into raw materials, Factories to make all sorts of things from these raw materials (from H-beams to carparts, plumbing etc) - Energy Plants: running off of coal, wood, gazoline, gass: each plant should cover a certain area with power, so there should be multiple on the map, preferable that there is not one location that has all the 'buildings' in it so that players would have to move resources from one place to the other. - Gazoline Stations need to realy slowly fill up and be depletable, there should be repairable gazoline trucks - Oil rigs would need to be repairable and spew out oil, some may need boats, others would have a pipeline to: - Refining stations, where the oil would be turned into gazoline to fill up trucks to refill gazoline stations or Energy plants, and ofcourse mobile generators. - Ammunition plants, requiring lead/metal & copper as well as charcoal & sulfer... ofcourse needing energy to fuel certain machines... - Weapon manufacturing - Wood works/Sawmills - Farms & Animal farms, slaugther houses - etc and so on... *!* And all of these should have degenerating parts that break down, so new parts would have to be made or found as well as tools... Most important perhaps is to have a means to 'repell' infected or atleast stop them from spawning, now we don't need a CCP to tell us what a save zone is, we can create our own ... and in my views all of the above would have to happen before we can actually truely build a Captial (ship) underground base ... Now maybe we can gather enough stones and metal to dig a hole in the ground and give a small clan some what of a base, but to me atleast partially restoring civilisation would be much more interesting...
  6. L0G!N (DayZ)

    FULL Medical / First aid

    @Quaby, there is the general forum and likely some other forum as well, heck there are some silly threads showing up in the suggestion forum as well at time, though most of the pee&poo jokes have already been made, so you would have to be fairly creative ... this thread though tries to be somewhat serious and gather 'all' the medical suggestions that could have some merrit for the game, once i start adding in the links to the individual threads, and also notice which topics have hardly been discussed it could cull the numbers of dubble threads (which is ultimatly my aim) and reduce the medical threads to truely new suggestions, if there are any left :/ ... The OP will hopefully also become more elaborate as I finish my 'Full Physical' thread, i just need more time to type everything ;) ... and while I like the occational 'bumb' to this thread to keep it on the first page, i rather have it being intelligent feedback or concerns, which can improve the OP or clarify some of it :) ... if you can do that in a humorous way, that doesn't involve rediculing the effort, than please do so as i like a laugh as much as the next person...
  7. Well it would also increase the 'fun' of finding a bagpack, just ANY will do realy, i mean finding the Czech vestpouch six slot would mean that you can store 2 cans of food and 2 tins of drinks + 2 bandages... leaving you with a whole 16 slots to drag around ammo, assuming you will spend 4 slots on some morphine (for a total of 20 slots) ... and after that you still have loads of chances finding even bigger packs to drag around more 'junk' :)
  8. I am fairly sure the backpack will be removed at some point, so no sweat, you just wash up on the beach with nothing but some clothes on :)
  9. L0G!N (DayZ)

    FULL Medical / First aid

    hahaha [/sarcasm] , i pretty much already answered Quaby in relation to his concerns, so read that and have your pre-teen humor elsewhere please :)
  10. L0G!N (DayZ)

    FULL Physical

    I read the OP as it popped up, i happened to make a comment on morale in some other thread, i think it was the full medical thread in relation to alcohol dealing with cold. Morale is a hard thing to do in a game, and I think the way he ultimately came to the conclusion that it detaches the player from the character is reasonable conclusion. Now it's not said that morale couldn't work in some way, but it is a realy tough nut to crack to get it right ... Morale is also more of a psychological system instead of a physical system, so i won't be persuing it here :) ... ohw lol, it's already in the OP though :D ... well it may just spend a few words on it and link to that thread ;) I do need to finish this thread though... just haven't gotten to it, it's holiday season in a lot of parts of the world so a lot of friends have time to play ... but i will get to it eventually...
  11. While i think it looks nice, i also think you forgot a couple of things, mainly clothing slots ... I personally also realy like how currently one has to open and close one's bag, as it ads in just a tad of frustration that comes with a bagpack IRL... So i don't realy like how you can see everything you have in your inventory. So i made the following inventory myself, and incorportated my own toolbelt idea into it (check 'reduce toolbelt space' suggestion in my sig for all sorts of packs/bag that could slot on the toolbelt), there is some other stuff woven in as well. like clothing providing inventory space through pocket spaces, only ONE visual slot, and a left/right hand system that would be covered entirely by a riffle (or primairy weapon), hopefully one can dual wield single hand items this way (or atleast the flashlight) ... As you can see there is no slot for a secondairy weapon, but it would go on a belt slot instead. If you open the backpack, the inventory would change and the whole 'right' would be available for backpack slots (so hands would go away as well as clothings pockets, and would be replaced by the backpack slots. The brown on the side is obviously the ground, or somebody elses backpack. Selecting an item here would give you the option to 'take', if you open backpack you can 'take' it straight into the backpack. There is a fairly simple, 'To Bag' option from your clothing pockets, and a 'To Pocket' option once you are in the backpack. There is also a 'misc' button that is currently filled with 'read/view' as i take it at some point we may get the option to read notes or view something in more detail. * Design can be found in the link on my signature! Interested what you guys think about this one :)
  12. L0G!N (DayZ)

    FULL Medical / First aid

    Please be aware that this is a compilation thread! So not all the suggestions in the OP are entirely mine, credit should also go to anyone that posted a thread about any of the suggestions listed :)@Scotty, there are atleast 2 threads about revival, if you could be so kind to find them using search ('defibrilator' should turn up atleast one) and continue your thought process there ;)
  13. L0G!N (DayZ)

    MAKE NIGHT TIME MORE LIGHT

    For me the night is just fine, it doesn't need to be darker nor lighter, it already depends on cloud cover etc. and i think we even have a constant full moon, meaning it's already lighter more often than it would be IRL...
  14. L0G!N (DayZ)

    Extended First Aid

    @Chickenfeed, i took some of your suggestions, for as far as they were new (those i had already seen suggested are in there aswell though ;) ) and added them to the 'Full Medical' thread, i would like to invite you to that thread if you haven't seen it already, and go through it to see if there are things I missed ...
  15. L0G!N (DayZ)

    FULL Medical / First aid

    @Enforcer, you be glad to know that I added time to wounds already ;)
  16. L0G!N (DayZ)

    FULL Medical / First aid

    @Quaby, this is a compilation thread of almost all the suggestion i ran into dealing with medical situations, including some of my own. Obviously choices would have to be made by Rocket in regards to what he thinks is good for the game, as well as possible. Though i think almost all of these are fairly good, some better than others, but anyways... @Blundy, good you mention location, it will be added... @Frozen & Riis, Riis is physically correct, alcohol doesn't heat up the body, it gives the 'illusion' of heat some way, but, this could be a way to deal with cold 'if' morale were to be added. where alcohol clears the low morale of being cold, but it doesn't actually effect the bodies temperature... Though i have yet to see a good morale suggestion which doesn't effect immersion alot. See the moment you put a morale meter in the game, the character will start to have feelings appart from your (the players) feelings, making him less like 'you' and more like some character you play. You yourself could feel quite frustrated about the zeds blocking your way to some building, while the characters morale is tiptop :D. Or you could be feeling fine with being cold/hot, since you know a barn is up ahead where you can deal with it, at the same time your character may well be whining and w/e... both situations seem to be able to occur fairly often, and would not be to good for the game (in my views) @Riis, i'll add C-A-T as a medical tourniquet sollution. I checked the internet and found a sollution with 2 bandages and a stick, but i am all for having alternatives to reduce the 'binary effect' of having something or not... @Sonic, the icon which seems to resemble a scatered knee is shock ? what does it do please ?
  17. Check the suggestions in my Sig, most of them are ideas to make this game harder and through that stimulate teamplay, while not making it entirely impossible for skilled players to choose and be bandits. Because i think bandits add a valuable other thread to this game. idiots with guns on the other hand, well they generally cause the kind of stuff that happened at the recent Batman release...
  18. i much rather have the game use Calory & hydratation stats on food/drink items. And ofcourse activities 'burning' calories. That way you could indeed somewhat kill hunger with drinks or kill thirst with beans&sauze ...
  19. L0G!N (DayZ)

    Hunger and Thirst not realistic?!?!?!

    Rocket joined the army and part of this mod was born in indonesia (or some other asian country) where he had to survive for 3 weeks on a 2 weeks 'asian' ration. If you read my posts above, then i am fairly sure you can understand that he must have gone through something similar as myself (though in an entirely different environment), and transferring that 'survival' state of mind where you live from meal to meal can only be achieved by making hunger a frequent event....
  20. Well first off, all suggestions here are basically adressed to Rocket or atleast teh Dev-team, and most if not all want to give suggestions/feedback to improve the game. Second, while you may have ideas others may hold different view points, and they may have good arguments to support what they do or do not like. Though if you state you won't change your viewpoint anyways, there is realy no reason to discuss. What are you afraid of though? can't deal with a lil critisism in regards to your ideas? I know some people think that people that disagree with them are trolls or whining or w/e, merely for not seeing things their way... Now i liked your first part about communicating, that is actually a fairly different aproach to the problem of KoS (though i must say i don't read those threads often so it may well be the somaniest thread about communication ranges). But then you go into what you call 'sollutions' for teamplay, and i think i pretty much disagree on all of them, though seeing you are not interested in discussion nor changing your stance, there is also no real reason to 'restate' my arguments or different sollutions here, i prefer to do so in threads where i can expect some feedback on my own views, because even though i think i'm always right... more then often it turns out that i got some things wrong as well... that doesn't mean i fail, it just means i'm human...
  21. L0G!N (DayZ)

    Effective use of junk

    DayZ mythbusters prettymuch confirmed you can throw cans to kill a zombie, so junk isn't invaluable... i personally also rather find junk than finding an empty spawn place, as it signifies whether somebody passed the location recently and looted it (or not)... I do think some items need to also be usefull, i am not sure if the OP is looking to improve their idea above by adding a couple more to it, but i'll give the ideas anyways: - empty whisky bottle: make it into a molotov - empty tin can, use it to boil water to sterilize it for drinking, or to boil 'rags' in to make them into bandages, or to make soup in by boiling water with meat. - If food cans could actually hold a different quantity than sodacans, these soda cans could also be used to boil water in. They are not big enough for the other things though... And i would propose more 'junk' items to spawn in general, but if possible have these being 'story' junk items, notes/postcards/etc. that way there is more presure on the loot tables making them spawn usefull stuff less often, making the game harder in return...
  22. L0G!N (DayZ)

    Equipment burden

    I don't get buthurt for people having the same idea, actually i tend to dwell in suggestion forums a lot seeing suggestions are what interest me most. So i seen my fair share of 'i had this idea too' moments... What does frustrate me a lot though is the large amount of double threads that pass by every day, it's quite amazing how many people just throw some stuff on the forum without reading any rules or using search. I guess if you say you used search i'll take your word for it, another person also mentioned having used search and it not turning up a particular thread. So maybe search isn't optimal or only looks for 'tags' and not topic titles, i dunno ? Anyways, my frustration is about the lack of 'search' usage and not the quite commen 'two people have the same idea' eventuality ...
  23. L0G!N (DayZ)

    DayZ is TOO EASY!

    idem, USE SEARCH !
  24. L0G!N (DayZ)

    I suggest you don't mess with me

    Please don't pollute the suggestion forum with your epeen needs, this is not the place for a thread like this, we get more then our share of nonsense everyday with people not capable of using a simple search function or even reading the rules in regards to the topics they make. This is of a whole different level though, and i can't even understand what you thought when you decided to actually put this in the suggestion forum.
  25. L0G!N (DayZ)

    FULL Medical / First aid

    Reviving, Hypo/Hyperthermia, 'food' poisoning added to the list with cures.
×