padla
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A thought to reduce the shoot on sight only problem
padla replied to Vorg's topic in DayZ Mod Suggestions
Everyone keeps going on about mindless killing, yet someone is doing the killing. This game is brilliant as it exposes interesting psychological behaviour in humans. I.e, when our rule of law breaks down, people become violent, and your trust into a stranger dissapears. When facing a stranger you are more likely to pull the trigger right away, to prevent the stranger from doing it to you. This is the wild west syndrome and I think this is exactly what Rocket wanted to model. So why take it away? If you want to play with others get friends together, build up strong group, and then help noobs on the coast. I bet you their only intent would be to kill you with an axe and take your chopper though... Just like in real life. :) -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
padla replied to ruarz's topic in DayZ Mod Suggestions
I like the idea of Spart248 about letting players drink sea water, but changing effect of it to be actually harmful (providing short relief, but making you more thirsty shortly after). The idea of incorporating mechanics that give player possibilities that are actually negative goes very well with survival style of the game. Some of those mechanics already exist, such as getting sick if you swim too much (at least i believe its in) and driving a broken vehicle... I think this notion can be expanded to other game mechanics, for example: - Let players drink any liquids, including gasoline, with obvious consequences... - Eating Raw meat : Satisfies your hunger, cures 200hp, but has a high chance to give you desease... Cure = Antibiotics - Scavenging mushrooms and plants (someone suggested it on REDDIT i believe) : Include poisonous mushrooms and plants. Eating some will result in temporary desease such as HP slowly draining, vision blurring, shakes. Some very poisonous mushrooms can just kill player withing a certain time, without chance of curing it. - lighting fire indoors or right next to a vehicle : chance to set the building/vehicle on fire - Including expired food in the game that would have similar effects as raw meat. I like this one :) , it could be made so that you have to mouse over the food to see if its expired or not. That way sometimes you'll still pick it up, eat it and then be "Ah damn"! - Morphine is a highly addictive drug... Using 3 morphine during 24 hour period for example could get player addicted with a long withdrawal period of reduced health and vision/hearing issues. On a different subject: - How about, every time you eat canned food, the spot in your inventory is replaced by an empty can? you have to drop it and leave traces of your presence. Or as it works in a mod right now you could fling it, but thrown objects disappear i think... Relating to expired food, the empty can in inventory could still show that food was expired alerting player he ate bad food. Maybe I am going a little over the top with this, but hey we are all brainstorming for now... Original thread by Spart248: http://dayzmod.com/f...drink-seawater/ -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
padla replied to ruarz's topic in DayZ Mod Suggestions
A detail regarding possible tripwire traps. Could it be possible to trap an enemy's body with a grenade? And how long would a dead body stay in the game? Would the timer still be 15 minutes if a dead body could be "used" by survivors to plant notes, or tripwire them? -
I dunno how a survivor would get his hands on UAV and the UAV control center/vehicle with both being intact. It is a little too much tech to put back together. Besides looks overpowered for dayz gameplay :) But the video has some other very cool things that could hint at possible standalone features: - New firing positions : 1:48 - New pyrotechnics : 4:13 - Underground structures: 4:55 - Items being placed in different places in a vehicle : 5:25 - Specific dismount points for vehicles : 5:40
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Ok, I have noticed same ideas floating around. I am not claiming to be the first to suggest them, by all means go ahead and get the credit if that is what you are after, but they are all something that I came up with. These are MY ideas, as much as they are yours since you apparently also came up with them. I don't have time to search the forums to see if idea was suggested, so I made a brainstorm post in hopes devs see it. I am very happy they did. Thank you Rocket. And thanks to all of you for suggesting same things i would like to see in the game. If many people suggest similar ideas, the dev team will be more likely to consider them. So please, stop crying. Thanks for making amazing mod man! Can't wait for the standalone.
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Any squad of bandits would just send one observer on the server to tell them in teamspeak where players are ... So no.
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Yea, it is a good idea. I think possibilities will be really limited by Arma 3 engine since it is 95% going to be used by the stand alone. I hope they manage to push realism (= freedom to improvise solutions) further without making gameplay tedious and clunky. I have seen underwater combat footage from Arma3 leading me to believe that the engine is much more capable of supporting water rich environments such as rivers etc. Operation flashpoint engine would put all water as one level "ocean" object. So if you would make river shaped depression, it would behave as part of ocean with waves etc... No to mention AI would go mental near a river or a bridge. It is somewhat improved in Arma 2 but still rather inadequate as is the object clipping (sinking through barn floors, walls etc)...
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Here's my 2 cents. I really hope at least some of this reaches dev team. Please discuss constructively. #1. For the love of God, NO BATTLE EYE. #2. Characters bound to specific server with game allowing for maximum 8-10 characters different servers. 1 character per server max to prevent item swapping and building up with "disposable character". This will easily fix combat server hopping, storing items in camps on secure servers, spawn server hopping etc... This will also be consistent with vehicles and tents being server bound. This will also develop communities because instead of people hopping servers they will play with same people eventually developing rivalries or friendships. #3. Time out before log out (like in other mmo RPG/FPS such as Planetside or Wow). Time out should be server side and independent of gamer client. I.e. if you alt F4, you character will stand around on the server for 15 seconds and can be killed. #4. Active equipement slots for : primary weapon - 2 handed, secondary weapon - 1 handed, Tool - 1 handed. Cannot use anything else while using 2 handed items obviously, but one handed items can be combined. Example: Firefighters Axe = 2 handed. Rifle = 2 handed. Flashlight = 1 handed, Makarov =1 handed, combat knife = 1 handed. So you could use handgun+flashlight, flashlight+knife or knife+handgun simultaneously for example. All actions such as cutting wood could be appended by item and accessed without explicitely equiping the item. So you could use 2 handed axe or a small hatchet to cut wood for example. #5. New "household/improvised" weapons for beginner civilian spawns: - Melee: Stick, Shovel, spetsnaz shovel (entrenching tool), baseball bat, baseball bat with nails, kitchen knife, hunting knife, hammer, axe, CHAINSAW (yeeees!... uses jerrycans as ammo) - Ranged: flare gun (one shell magazine, shoots flares similar to M203 grenade launcher. however they do damage to player/zombies), Tazer (knocks players out, inefective vs zombies), Bow, Nailgun (industrial spawn, short range, random low-moderate damage, uses nails as ammo), #6. Ability to craft weapons, devices from junk you find : Hammer + nails + baseball bat = Baseball bat with nails String + 3xempty can = crude alarm (makes loud noise when triggered) string + kitchen knife + stick = Makeshift Spear String + Grenade = explosive trap (will probably be overused kinda like barbed wire near firestation now to kill noobs, but will force people not to run through cities speed looting, and will defend your camps... Could present balance issues, should not credit kill to player) #7. Ability to upgrade vehicle to adapt them to post apocalyptic environment. Example: You may find a broken Ural, fix it to working condition, then add a spiked bumper, armored plating on the sides, engine upgrade and a machinegun on top to make it into a true zombie crusher. And it would look bad ass. (Google trucks made by mexican cartels. here is one) #8. Rivers / lakes / marshes / islands. I worked with Operation Flashpoint engine (which is essentially early version of Arma2 engine) and I know it doesnt take kindly to rivers. Hopefully Arma3 engine (which I assume Dayz Standalone will use) can better handle it. Having a network of rivers (with islands of different sizes!) that can be navigated by boat will give a whole new dimension to survival and safety. You can find a boat and go up stream without fearing zombies, you can make a fortified camp on an island and claim that territory. It can give place to Vietnam like situations of riverside ambushes and people using boats at night to travel etc. It will also create new very dangerous zone: bridges. Being the only way to cross a river if you do not have a boat, they will quickly become sniper magnets. As obstacles, rivers can also serve as sort of boundaries for beginner, intermediate and advanced zones on the map... VERY interesting gameplay possibilities IMO. Unfortunately one of the least developed gameplays in the whole franchise as well. Subject to balance of course #9. Ability to restore power to cities. Fix a powerplant, and it will light up the city at night (for a certain number of days lets say). Also maybe the zombies are not comfortable with light and they will leave a city (stop spawning) if lights are working. The loot should stop spawning as well for balance (if town is safe in real life it will be picked clean in hours). Or maybe powerplant can power some sort of constructable Towers that will repulse zombies (infra sound generators for example). Zombies can periodically spawn to attack these towers giving players a mission to defend those towers if they want to keep town zombie free. This can create "safe" zones (safe from zombies) where players can interact. Either establish claimed territory or create a hub for trading. #10. A variety of clothing, including camouflages, Facepaint :thumbsup: , ghilliy suits as they are in game now. Ability to change hats, and maybe other pieces of clothing (probably will be impossible under arma engine though) #11. No visible distinction between friendlies and bandits should be made (like in real life). #12. Possibility to create squads. Making a squad gives you a slightly better way of spotting your squadmates (like in arma 2 SP now). This is a game and we have to compensate for lack of visual inputs after all. Friendly fire is still on, so if you team up with wrong people its your funeral still.... #13. Body armor. Rare obviously. Found in police stations (Bullet proof vests) or army installations (camo flak jackets and helmets) #14. All buildings should be explorable (probably impossible under arma engine :(. Oh well) #15. Camouflage nets, to mask your vehicles and camps from air ad ground. I also heard ideas of underground structures discussed by Rocket. Thats cool. #16. Separate attachements for weapons. ability to add silencer if found, scope if found. Subject to compatibility between weapon and attachement. (i think its already in Arma3) #17. Ability to claim regions on the map. Cities , forests, islands etc... Not sure on mechanic and implications #18. Diferent infections player can catch. Cold = pneumonia (cough, cure=antibiotics) , Zombie attacks = The Virus (player turns into zombie after 48 hours, cure= Vaccine), any wounds that are not treated for a while = infection ( vision blurry, cure= antibiotics, in not treated may kill) #19. Player with broken legs that takes morphine still has his mobility reduced for some time. #20. Fishing, trapping. Considering it is a survival mod, it makes sense. A mechanic has to be worked out however as I doubt people will sit for 15 minutes on one spot trying to catch a fish with snipers around. Maybe nets, that you can come back to and get fish out of them. #21. A very "light" set of skills. No skill trees, and they could be learned semi randomly through books found in game. For example : Survival guide = Trapping learned OR firemaking learned, Army fire arms guide = slightly less recoil (or rather normal recoil. beginner character has amplified recoil) OR slightly faster reload (or rather normal reload. beginner character has increased reload) Some of these skills, like fire arms handling should also be learned over time. This kind of skills are well represented in ARMA editor by skill slider (in Operation Flashpoint at least). In OP you could play a mission as a recruit that has trouble controling his breath, and next mission as a spec op who is a cold professional with pin point aim. Evolution like this in Dayz could be cool as we all start as "civilians" as long as it doesnt gimp new players too much. --- EDITED 2012-08-19 --- New ideas #22. Improved object throw mechanic. Having a choice between lighting flare or lighting and throwing it. accessible through "firemode" selection. #23. Ability to make signals with road flares/chemlights. Action accessible from mousewheel menu when you are holding a flare. You could for example wave the flare above your head to signal. #24. Urban camouflage. Maybe also some rare high end version of specops night camouflage (without going too much into sci fi) #25. Repairable trains. the railroad is already pretty believable in Arma 2. Putting 2-3 trains that can be repaired and driven one or more cars would be cool i think. Just need to make sure no collisions are possible. can be attacked and disabled/destroyed. #26. adjust weapons spawns to ensure that majority of new players have civilian weapons. getting an AKM within minutes from spawn is a little unrealistic. Some testing will surely be needed, but maybe make all weapons more rare to make people improvise/cooperate more? #27. different zombie types. not just way they move like now, but different power (military stronger than civilians for ex) , different speed, different awareness. Again, more challenge to force people to work together --- EDITED 2012-08-21 --- #28. How about more random AI "special" encounters. Like a rare spec ops team for example doing reconnaissance on the ground. They can arrive by chopper (thus alerting players to their presence), move through several waypoints on the map, engage zombies in towns, and kill players on site (their orders are anything = zombie) and, if alive extract from a different point on the map. This would have a kind of resident evil flavour, government investigation... they would carry rare military weapons, good equipement, if players get lucky to catch them while theyre loading / unloading, they could even get a working chopper... should be a very rare encounter, much less likely than finding a chopper for example. And they should present serious danger to players. A watered down version could be a more common encounter of a small military camp with Ai soldiers being attacked by zombies. or a small military vehicle convoy trying to get out to their evac point.... Again all encounters _could_ be hostile, but then again, there could be some that are friendly and give trade / quest options... Would give a little more rpg flavour to the game, but would keep sandbox gameplay as long as these events are kept very rare... #29. Giving players possibility to use bloodpacks on themselves, basically a last resort do or die choice. Probability death = 67% Probability survive and full HP restore 33%. that way people would use it only when faced with certain death.
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Arma 2 oa has stopped working - crash to desktop: FIXED!!
padla replied to liamcz@hotmail.com's topic in DayZ Mod Troubleshooting
Rammfisch fix did not work for me initially. I couldnt even connect to regular games, was CTD after loading screen. However removing the BEXXXXX.dll files from C:\Users\... helped and now i can connect to regular games. Im reinstalling dayz and trying it. Thank you rammfisch (and others) for spending time to help. - EDIT - Yes everything works, Im in game. After I deleted the dll files my sixlauncher freaked out and gave me error on launch. Dont know if it was due to me running several beta patches or dll files themselves. Im starting to think that those files in c:\users are the source of problem as they dont seem to update during reinstall/updates of battleeye and end up causing conflict. Maybe someone having a problem can try just straight up deleting them first instead of trying the whole fix. It just might work - EDIT - And to the dude who created Battle Eye and doesnt even have a support forum on website... Theres a special place in hell for people like you... If I was in a game developing industry i would make every effort to ensure you would never get another contract with any gaming company. -
This is fixed by running arma 2 and arrowhead once in single player. no more bad serial number, now i just just crash after loading into the server yaaaay!
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Joined a Server - Game Crash after "Tank loading Screen"
padla replied to Flasher2112's topic in DayZ Mod Troubleshooting
Did not work for me. So not 100% solution :( -
Nope doesnt work :(
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Was crashing to desktop, like many, checked integrity of files for ARMA 2 and ARMA 2 OA in steam, now im getting "incorrect serial number" pop-up as well...
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OA Crash + White-block Textures
padla replied to blueeagle79@gmail.com's topic in DayZ Mod Troubleshooting
Getting EXACT same problem since Sunday!!! * tried "ARMA 2 OA stopped working" fixes on this forum, didnt work. * Reinstalled completely both ARMA 2 and ArrowHead plus Dayz, STILL doesn't work * Just now read on wiki to check integrity of my files on steam, did it, and now it tells me i got bad serial number in setup. I am about to start breaking things, please help!