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Everything posted by OW22
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Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
That's what I see when I travel across my state. There's usually a single track next to a small town, and larger town usually has 2 near or next to eachother, and train stations usually have 4. While I was writing this I thought about the underground structures again and though, what about sewers?? Thoughts? -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
There's 4 at a junction, 1-2 out in forests and such next to eachother, depending on the surrounding areas. As in tracks, not trains. -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
In my opinon spawning trains would cause problems like train crashes. I think there should be some abandoned along the railway with Zed's around it. Some in the forest, some actually at the train station, some in need of repair maybe? -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
That sounds fun. And a good way to get to some of the farther ends of the map. Attracts a lot of zombies, is hard to fuel, but fun. The thing is, you might get about 50 miles after travelling several times from the mine to the train, so it's a hard enough thing to do. Don't want to make it too easy. -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
You see, terrain doesn't have to be realistic with this. I'll just say I'm not arguing with you know to avoid any confusion. If the terrain is unique, breathtaking, but also varying and hard to survive in, that's what would be awesome. You know, lots of places to put a house but barely anywhere to put a house, if you know what I mean? I wonder what they'll do with supports and water leaks.... -
SUGGESTION: Character Development (Backstory and Talent/Skill System)
OW22 replied to petward's topic in DayZ Mod Suggestions
Ok, I want to say murder and companionship are bad skill ideas (as you proved in your post) but I also want to say something else. Here is the main idea: People want to balance out what people can do. Not everyone can repair vehicles, ride in a helicopter, and operate guns with absolute ease. Fix it. That's all. I might have missed some points, so add some if you like. Right now, I don't see anything I missed, but I'm not thinking that hard. Just wanting to tell people that what people suggest here is not THE way, just trying to get some form as to how this would all work, because if it did, I bet a LOT of people would like it. -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
Don't make mines like in Minecraft. Now everything looks like swiss cheese with extra holes drilled in it. Anyway, I like the idea of building underground and generating power IF IT'S DONE RIGHT. And from what it sounds like, it seems like if it is done it can only be done right. I do like the idea of mines or quarries, but what about say a shaft mine with an elevator? You can't go down the elevator till you give it some power. Defendability atleast. Anyway, within a 255km map I think you could make maybe 18 natural caves and maybe 7 mines realistically. Not all coal, though. -
SUGGESTION: Character Development (Backstory and Talent/Skill System)
OW22 replied to petward's topic in DayZ Mod Suggestions
I see. I really don't care if reloading is in or not, though some people might complain, so you could experiment. Weapon maintenance and durability will either be close to release or in the standalone, so that'll be fun, and if skills are included, hopefully vehicle repair and weapon repair are separate. -
SUGGESTION: Character Development (Backstory and Talent/Skill System)
OW22 replied to petward's topic in DayZ Mod Suggestions
Oh, nononnononono.... there are no skill screens, you silly goose.... It just goes up and you really don't know where you are in the whole thing, you just get better. Well, you'd know by how much blood you'd restore in that area but.... Are you saying I'm trying to give vets bonuses or making them harder to kill? I'm not. They can just use weapons better, (if they've used that particular one a while) but can't do more damage or take more a hit. A few shots from a Makarov is just as good as a few shots from their AK. Yeah, they GIVE more blood from using bloodpacks (doesn't matter for animal meat) but that's out of combat and isn't necessarily making them harder to kill. If you want me to explain the stat boosts better, I'd be glad to, as you say they're obscure (assuming that's towards me). -
Is anyone else constantly losing their items?
OW22 replied to x3Ryan's topic in DayZ Mod Troubleshooting
It has to do with patches and updating. -
But weren't they removed? Or are they back? How long were they gone? i'm confused, because I heard they were getting taken out....
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SUGGESTION: Character Development (Backstory and Talent/Skill System)
OW22 replied to petward's topic in DayZ Mod Suggestions
What do you mean by that, exactly? I'm not quite sure, sorry. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
OW22 replied to Time Glitch's topic in DayZ Mod Suggestions
Yes, now we know what the zombie infection was caused by, right? Severe climate change caused a new type of bacteria to grow and host in living organisms like animals and humans. That provides story, and opens up more roots as well. Now, you NEED a fire, can't really see straight half the time to take people out 1km away, and gives onto what rocket is most excited about: underground construction. Having a hidey-hole like that will be a blessing. You talk about the Zeds being in packs, but I don't think they should roam that way, because they'll be running into eachother all the time. A world that's constantly engaging, fighting for a time when you can safely log out... debating sneaking over sprinting in and running out to progress inevitable detection. But don't add those crippled limbs until it works like Fallout. We'll be crawling more than we are now. As for morphine and splints, why not lose blood when you use the limb? You can still shoot but god it hurts. You can still run but you get dizzy. Then you can still just limp and not lose any blood at all. If both your legs are broken, god help you. If you break your arm too, now you're immobile. Splints can be made by anyone provided with 2 to 3 items. A binding material, and a straight object like a board, or 2 of them in case of a broken leg, so anyone should be able to make an apply them. Maybe if your arm is broken, you can't make one, but if one is premade you can apply it? When you talk about ammo, there's actually a lot more than you think, and it should be decreased. -
Wait until Day Zed goes standalone. That would be the time to suggest this. ArmA 2 can't handle that kind of thing, sorry. Someone told me that when I asked about nail boards.
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SUGGESTION: Character Development (Backstory and Talent/Skill System)
OW22 replied to petward's topic in DayZ Mod Suggestions
I was on a suggestion thread, and after 2 days, I think we came up with something good. Well it was more like constructive and destructive arguments bashing eachother until they produced a weird lovechild. So here it is: Skills are grouped into 2 simple categories: Combat Skills Practical Skills Skills go up by using them more. Things like reloading increases reload time, and only reloading increases reload time, meaning shooting does not increase reload time. Simple as that. Combat skills include: Pistols- Pistols and guff, shoot and reload for profit in increased accuracy and reload time. *Specific to guns*. Long Guns- Rifles, shotguns, and the like. Shoot and reload for profit in increased accuracy in reload time. **. Snipers- All snipers. Shoot, hold breath, and reload for profit in reload time, accuracy, and steadier aim. **. Melee weapons- More usage gets faster swing, and needs to actually hit to "level up", and is per tool. Stealth- When close to players or zombies and remain undetected, stealth goes up, and you can move better crouching or prone. Running- Just 'effing bolt. You get faster at running and valuting, that's it. Practical skills include: Repair- Break car parts less often for better vehicle management. If you think you'll find more fuel in Jerry Cans just go away. Medicine- After using the bloodpack enough you finally didn't spill most of it like a 4 year-old's juice. Nice. Starts at +800 until full. Pilot- This is just a proclaimed skill. Just shows how much you've flown, and earns no bonuses. Hunting- Debatably a combat skill, you finally know enough to know what you can and can't eat. You get more meat from animals. Doing this gives no one those unrealistic bonuses of somehow magically gaining more space in a pack, having more blood, or some other strange and ridiculous bonus. Use the skill, and it goes up. Survive longer, and get better. Die, and lose all your skills. So don't die. That's it, I hope you like it! -
Weren't tents removed to be developed on in the recent patch? So that tent cities were not made anymore? Honestly a few small portable storage boxes might do, and are easier to hide. Then you could have them indoors, too.
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The Person who owned the server YogsCast was on
OW22 replied to iomegadrive1's topic in DayZ Mod General Discussion
What are you guys fighting about? Honestly, how does this affect YOU? Say I had a custom server and spawned in weapons. Say I was playing with my friends. You would never know. Nothing you can do about it. But it doesn't affect YOU, does it? So until Simon and Lewis come careening over the hills with their white pickup and hand your ass to you with their rifles, pick it up and move on. -
Coal Mines - Problems with Heat (Extra environment, items; linked threads)
OW22 replied to 3rdparty's topic in DayZ Mod Suggestions
Jetpacks... yes, because I saw Goldfinger at Elektro yesterday and he told me You Only Live Twice. This is Day Zed, not 007. Honestly rocket was talking about players generating their own power in an interview. Do I smell a coal generator? Well it smells horrible, but... Caves seem a bit hard though. Why not find abandoned minesites with coal? Day Zed is going standalone by the end of the year, so they'll probably have to make their own map, and if they do, it's a definite possibility to add sites like these. -
Is anyone else constantly losing their items?
OW22 replied to x3Ryan's topic in DayZ Mod Troubleshooting
Did you join a different server? Also, try restarting (not respawning), someone has said it worked for them. -
It's nice to see everyone working this all out. So maybe on of you should start a new thread if there isn't already? Most people here have said they don't want a class system, and more have said they wanted a skill system. So where's the poll for adding the skill system?
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So it's like Oblivion? You do the skill and you learn it? I like that idea, but what about the starting point? If you die, you come back with a lot less of an advantage than one who has been doing this for a long time. Taking inspiration from another Bethesda game, what about Fallout? Start out with 1 "tag skill" that makes you a bit better off in the area from the start? But either way, I like the progression. Use the bloodbag enough and it heals more. Break so many parts and you start actually using them. Shoot enough and the bullet hits where you were aiming. Though when you say that increasing your engineer skill lets you need less spare parts, I disagree. That seems a bit like once you've done the initial work you can relax, and those that far ahead have a HUGE advantage over those who do not. Although for the record, I never wanted those guys to do more damage. You can already kill in 1-3 shots with anything, as long as they're well placed. All that can get increased is accuracy, the shaking of the gun when aiming, and reload time, maybe something else I've missed. All in all, nice idea.
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Players going insane on too many player kills
OW22 replied to enforcer1975's topic in DayZ Mod Suggestions
So I was watching rocket at Razzed last night, and looked at some of the slides. It gave me a not-so-idea-but-that-thing-you-want-to-tell-others-because-it's-either-happening-or-you-pitch-it-for-everyone-to-think-about. Looking at one of them, it had character facial progressions. Basically, based on the number of days survived -which might actually be the only thing it requires after all-, and the amounts of Zed and people killed -I think-, the face changes. Basically it looks meaner and gets bloodier, hardening you. It's basically what you want. It shows people's experience. That causes mixed emotions. They might be a cold blooded bandit, they might be unlucky, they might be good at what they do, or they might be from a long road. You don't know. But you see it. It's not a trauma induced state with distortions and your character staggering around trying to get a grip on his moral compass, but it's some evidence, and can effect bandits directly and indirectly, as well as others. It's not exactly what you guys are wishing for, but it's what rocket can give, presuming it's going into DayZed. -
When you say it hampers your combat ability, that's where you went wrong. The thing is, you still should be able to wield long guns and camo. Your skill as a medic is not the same as your skill as a "soldier". Just because you can handle meds doesn't mean you CAN'T handle a big gun. You see, giving players a slight advantage or a special skill they can preform without giving them weaknesses. That makes everyone potent. Not everyone can do the same thing, but where they can, everyone is potent. Relevant to my original reply on this thread: Say you were an engineer. He can repair vehicles. Say as opposed to a hunter, who can use specifically long weapons a little better than you. An engineer is not worse at weapons than he was before, though the hunter is a little better and only in one area BECAUSE that's his advantage, and he cannot repair vehicles as the engineer does. Same with say a doctor. He can use bloodpacks better, opposed to a policeman who is better with one-handed guns. Sure, a policeman is good in a fight, but with one-handed guns, and then he can't heal himself as well as the doctor. While the doctor, is just a little worse at combat, but can fully heal himself. The policeman has more of a combat skill, while the doctor has a more practical skill to help out of or in post-combat. If I'm in a zombie apocalypse situation, if I find a rifle, I'm picking it up as long as it has some ammo. Who cares if I don't know how to use it? I'll have to learn. Either way, the risk of using it is less than that of not using it and dying. I'm not going to try it first time on an intense life or death situation, but.... The point is your class should not deny you of apparel, give you any special bonuses that everyone has but you have a little better just because (unless it's for combat, and not storage space, like clip size). In my opinon the certain classes shouldn't have their own equipment or meshes and here's why: it's like the bandit skins with the combat classes. They get scared and shoot. People looking for meds will shoot doctors. A bit off topic, when Day Zed goes standalone it'd be cool if there was a character customization for clothes and face. You see it a lot throughout the game, and it could have an effect on this area of the game.
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Firearms Should Not Be The Main Instrumentality Of DayZ
OW22 replied to hoak's topic in DayZ Mod Suggestions
We're not talking about PVP. I'm not sure where you stand on this, but basically what everyone is saying is that if the ammo caches are much, much less, PVP will be more interesting. The new PVP might be people sneaking up on them with a hatchet, or having 1 bullet, and trying to get in the position to put it point blanc in their head. It's not going to go away, no, but now ammo is more of a survival situation, as it was not before. -
Improvised items - Medieval(ish) cuirass
OW22 replied to YourStepDad's topic in DayZ Mod Suggestions
Your point? It's more of wishful thinking. Using a pillow as a silencer is a proven fact, but having it in a game except as a special action like a cutscene might be pretty hard. Though considering rocket is talking about digging underground and creating a player house, growing plants, generating your own power and coding security systems, (this is from an interview and HE said this) it might not be too far off. I can dream.