Masumi
Members-
Content Count
7 -
Joined
-
Last visited
Community Reputation
0 NeutralAbout Masumi
-
Rank
On the Coast
Contact Methods
-
Skype
masumi.dayz
Profile Information
-
Gender
Male
-
Location
Louisiana
-
State what your not understanding is you have the option to join a "faction" already. You are just to lazy to go and make that happen. Go create two communities... have these two entities play on the same server and wham, bam, tahnk you ma'am... your factions are there. Game limiting features go against what this game is about... emmotion, immersion, sandbox.
-
I disagree whole heartidly. If you want to create a faction where you don't fire on one another, get some freinds and play together... you see no mechanics need to be added for what your suggesting.. just a little leg work on your end. I mean you can even generate rival groupd if you so choose. But from what I'm seeing from your post I'd have to agree with Gogster and say go play Fallen Earth if you want the game to decide what you can and can't do to that extent. One of the best features of this game for me is that if my buddy has a really nice gun I can betray him and take it.
-
only 50% of items lootable from corpse...
Masumi replied to tarquinbb's topic in DayZ Mod Suggestions
I understand where the OP is comming form.. but adding a mechanic that deters player killing is not the answer. The answer to player killing, especially playerkilling near the coast is to create a group of players with the specific goal of killing the noob killers. Also the assumption of being able to just retrieve your dead body is only somewhat true.... Examine these situations: You die.... A. Your freind watches your body until you get there to loot it. B. The player that killed you loots your stuff. C. If you died in the north you have to get water and food just to get there.. (depending on distance from spawn) D. You arrive to your body and loot your stuff (YAY!) E. You arrive to your body and get killed again. (lol) Because the majority of those situations were avaialble because of player interaction I beleive adding a mechanic to "fix" it goes against what this game is about... emotion, immersion, sandbox. -
In response to combat logging I will say this. I beleive that adding something that just patches over the alt-f4 issue is not a good idea. I think it would be better to add something that adds to the immersion, immotional response, or consequences to your actions. To counter combat logging I suggest that when you log off (whether alt-f4'ing or abort disconnect) your character stays in-game for 30-60 seconds. During that time your character can be killed, looted, and interacted with as if you were logged in. What will this create? I beleive it will help create a disadvantage for combat logging, as well as, generate a consequence/add tension to your choice logoff. Are you in a "safe" spot? (in a forrest) or have you left yourself in a compromised position? (in a city or building or sourrounded by players/zombies). Will it suck if you logged legitamately and got killed while you were looking for another server? Yes... but just because it would suck is not the arguement here. (It sucks that you start with no weapons.. it sucks that when you die you loose everything) But what it will do is add consequences to everyone (not just alt-f4'ers) and hopefully, in my mind, add to the immersion of the game.
-
I love this... I would like to add that having the seasons sink with the seasons happeniong in real time (example: server in dallas so seasons based on dallas seasons... spring, summer, fall ,winter) Like someone said before, adding more clothing to work with the seasons would be awesome as well. Keep cammo (summer clothes) and ghillie suit (for winter-ish... adds incresed dehidration during summer months) and add more civilian clothing options... summer and winter.
-
If your responding to the 30-60 second time your character would stay in game... then it shouldn't discern how you logged.... whether you alt-f4'd or arborted and left the server it would leave your character in-game for 30-60 seconds. While helping create a disadvantage for alt-f4'ing during a firefight it will also add an element of "unknowing" or tension with logging off in a dangerouse area (a city, building... and so on).
-
I like the delay idea... but i would implement it this way... When a player (bandit or not, fighting or not) logs from a server his character stays active (interactable, kilable, lootable) in the server for 30 to 60 seconds after the log off. Could this end up innocent logging players logging back in and being dead? Yes.... but that easily fixable by finding a good hiding spot. So player A shoots at player B... then player A alt-f4's, player B then has 30 - 60 seconds to find, locate, or kill the body of player A. Or player A is in the woods and wants to go eat dinner so he logs. Option A: He logged in a hiding spot newar a tree and is "safe". Option B: He logged in the middle of a city surrounded by zombies/players... he dies. Option C: He logged in a hiding spot newar a tree and is "safe" but a player found happened to find him at just the right moment and either kills the player or loots his pack.