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Everything posted by OW22
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Right, which is why you need to find a borderline between that and having everyone able to set themselves up so easily. Again, not everyone should be able to pilot a helicopter, repair a vehicle, or use medical supplies perfectly correctly, but you shouldn't not be able to have the freedom to change that, which is why you should be able to learn the other skills.
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Tell me how that works when rocket implements the anti-alt+f4 mechanism.
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That's not the freaking point............ The point is this is not an FPS. You cannot jump in a tank, then jump in a heli, then jump in a jet like in BF3. Not everyone can do everything. Read my post if you haven't already. It doesn't make some people able to carry more than the other, or give special bonus. Specialty skills people, skills. Keep in mind that if you're an engineer, you'll be focused on getting a vehicle. If you're a hunter, you'll be focused on finding a long gun and surviving, not finding a car. So really nothing's lost. Especially because in my idea you can learn "practical class" skills through reading material.
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Give people the ability to chose a class, then learn other skills. Bam. The learn other skills from finding rare reading material. What? Well, hey, it works, I guess.
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That's giving bonuses. Basically, it makes other players better than others, if even in one area. And really, it gives you no reason not to choose doctor or the guy with the gun skills, because you really don't care if you can repair vehicles faster, and everyone can do it. Making select classes for special abilities makes the player choose combat over capability. Like I said in my last post, chose a combat class and use it to survive longer and learn practical class skills, or choose a practical class to get further ahead in the game quicker and get better gear to use to your advantage. Not only does it do this, but gives players the reliance factor. Certain people are relied on to scout with a helicopter, maintain vehicles, take out targets, heal others, and ect, which also makes people put value on other's lives. It might even make people think twice about pulling the trigger.
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Day Zed or Day Z isn't Day Zombie. Day Z is Day Zed, and Zed is basically what the zombies are called, atleast I call them Zeds. Think about it this way: Z is the last letter in the English alphabet (not sure of others). Basically it's a clever form of saying "The Last Day". That's my interpretation. Can we get back on topic now?
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New player - 72 hours into DayZ and why I think this is the greatest game ever!
OW22 replied to Audio Rejectz's topic in New Player Discussion
Don't worry, Day Z is constantly developing. Once a greater change occurs, you'll feel it again. And that's the great thing about this game. There are so many situations that once you encounter an alien one, you feel like a newbie again. -
That'd be cool. Have it be colder, and the drink would dry faster than the fire would cool, but if someone came up they would feel it's wet.
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Players going insane on too many player kills
OW22 replied to enforcer1975's topic in DayZ Mod Suggestions
If you eat human meat you will get the shakes. No personal experience, but it happens. -
"It'd be cool if it had upgrades...." That statement has haunted video games for eternity. But what about Day Zed? While no one is crying over it, what if there were very simple upgrades that you could do to your equipment to make them better? So I was in a suggestion thread, and we were talking about picking up boards from debris piles that would break after 2 or 3 zombie kills. Got me thinking... What if you found a hammer. Found a nail. Hammered it into the board. Now you have a nail board. Had a fire. Added some wood. Made it warmer. Found a coat. Put it on. Now you feel toasty. Had a gun. Found a silencer. Hooked it to the barrel. Now you're a ninja. Get what I'm saying? Just small modifications that can change the game up a bit, and make you a bit better off. It's not some giant adding full-body armor and attaching a bayonet to the end of your gun suggestion, but it's basically more of the things like going from the crappy starter pack to a bigger one, just in a bit of a different idea, because you're ADDING to your equipment, and not replacing it.
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The standalone they're coming out with at the end of the year? Most likely, yeah. Rocket does look at these forums, and if he already hasn't put in the idea himself, then maybe he'll think about it. Even so, he probably wouldn't tell, as he "don't want to say something's going to be in the mod then have everyone disappointed".
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Cool story bro. Seriously, though, post more. I'm running out of Day Z to watch on YouTube....
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Improvised items - Medieval(ish) cuirass
OW22 replied to YourStepDad's topic in DayZ Mod Suggestions
On that, should stun them atleast. -
That's a good idea, and seems to make everyone happy. Perhaps they should still be colored, though? You would pay attention to the declining icon, while others might pay attention to to color change. Or both.
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It's not like that, no. That's a bonus skill. If a whiskey bottle is full, (which IDK if they're even in DayZ, because I never picked one up) anyone would be able to find it regardless. If a bartender was a class, I have no idea what the specialization skill would be. No one is meant to be better than anyone else at anything, except the combat classes because they don't have special skills outside of combat that will help them survive. At exceptions of doctors, because not letting players give eachother transfusions is just too cruel, so them being able to use bloodpacks at their full potential and a bit beyond is understandable. That is, if you are replying to me, it works like this: players choose between combat and practical classes. The players who choose combat classes are better at one aspect of combat, but are at a disadvantage to not being able to repair vehicles and use bloodpacks effectively. The advantage is that combat class players can learn the practical skills through books. Practical class players have the advantage of being able get ahead of combat class players early in the game by getting vehicles or being able to heal better, but have the disadvantage of not being able to learn combat class skills. It's a gamble. Pick a combat class and try to use the skills to survive longer and learn the practical skills, or use practical class skills to get ahead and find better gear early on. Get it?
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Ok, get rid of taking 2x as long when using manuals 'til you learn it, because now that I think about it, it's pretty worthless. You do it once, you learn it, done. That goes for everything. The thing is, if you want a vehicle that bad and have invested in finding a toolkit and carparts, then you should find a manual on the way, or you're already an engineer. Or you find and engineer. Anyway, maybe manuals should spawn around carparts and indefinitely toolboxes? That would make it a lot easier, don't you think? It would kill 2 birds with 1 stone. Perhaps they should be the most common spawn as well. You say doctors heal more from a bloodpack if you'd go with your idea? I dunno, combine yours and mine? Let's face it, if you look at most survival scenarios, i.e. Lost, doctors are MVPs. Having them be able to give bloodpacks and heal others more when they use it gives them huge group value. Say others can use bloodpacks, but it only heals 4/8 of the normal amount? Say doctors do 9/8 of that? That way others can still use bloodpacks, but they are less effective. IDC if people play around with the values, but I'd like the basic idea to be there. I still stand on helicopters. They are valuable enough for all that trouble, but flight manuals should be abundant and maybe as common as car repair manuals. You like my class ideas or not? You commented only on books it seems and not the class idea. But having engineers need less items to repair is making it a special bonus, instead of making it a specialty skill. It's a bit etchy in definition, but let me explain: special bonuses are like everyone having the same equipment and space but for some reason someone with a soldier class can hold more ammo just because he's that class. Specialty skills are like in Kill Zone 3 where engineers can lay down turrets, or in BF3 where medics can revive people, akin with the engineers being the only ones being able to carry rocket launchers. It's a hardcore survival game. Rocket is talking about building underground and adding hydroponics, security systems, radios, and all that guff. Definitely not would everyone be able to code the security system he talks about, and hack into it. If there was a class to do that, call it the Techie class, and have them able to code the security system, hack into them, use radios and beacons and all that stuff. See what I'm saying? All these classes are for advantages, not things necessary for survival. And at that you can learn the skills too, so that puts it apart from other ideas. Having that much of an advantage over survivors should require work, and when you've done it, it's well worth it.
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Yeah, yeah, I get it now. Good idea. Dogs are being added as companions, so some that roam villages or forest looking for food would be nice, feral or domesticated. But if they AREN'T infected and ARE PATROLLING the village, I don't get it. Only if they were a Zed to me they should be around the other Zeds, otherwise they'd be hunting or something.
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Did you read my post? These are the things that normal people would do in this situation. Some were doctors, hunters, some enjoyed running, a few had some flight training, and some built a car with their dad in the family garage. These are using the skills you obtained as a civilian to help you survive, (in which you could just switch classes upon death) without giving you weaknesses or strengths, really. All it does is unlock something for you or get you A LITTLE bit better in an area of expertise. Also, changing them in gameplay makes no sense, as you suddenly picked up an entirely different skillset out of nowhere? Also, referring to my post, people could just change engineer when found car parts, pilot when found heli, medic when found bloodpacks, and hunter or police, when in combat. (yes, I realized the last to sentences start with the same word and comma, but I'm not going to change it. It was an editing mishap, so leave it be) As for the post above the one I quoted, ("This is your story.") you mean that you would need a team to survive? You wouldn't. It just helps. Getting a vehicle is already hard enough, so not many are engineers or pilots. Not too many people find bloodpacks, so doctors'll wise up and will probably switch classes. The rest are basically "solo" classes, meaning most solo players will choose them, and if they team up in game they still can't put a heli together and drive it. It has no guns anyway. Friends and clans might be able to but they were the only groups to really achieve this anyway. Only really the pilot needs an engineer to fix a helicopter, considering how huge an advantage it is. Part of "your story" is the people you encounter, but trust me you could live without those people no matter what class you were.. What if there were manuals, right? You find car or medical manuals that you keep in your inventory, and you can preform and action that the manual teaches, in the idea your player will look up what to do while preforming this action. To take it further, maybe the action will take twice as long until you learn the skill, and the manual is no longer needed. So say you found an engine repair manual. Putting the part together and then installing it into the car will take twice as long, until finished, in which you will have then memorized the skill, after only doing this once. Using bloodpacks, however, would be the only skill you would need to do multiple times. Same for heli. Repair it once, learn it. Then there's a pilot's manual that you use when you're flying. Once you land, just chuck it or burn it. Hey, it isn't perfect, but if people start complaining that they want to get vehicles but don't want to be an engineer, they can go find a book to teach them. They just pick it up, use it, then burn or chuck it, maybe sell it. It'd have to be really, really rare as to not have the idea of classes demolished by learning anything really easily. One random book every 5-10km and in random places? If someone picked it up after a time it would respawn in a random place. Say heli flight manuals at the crash or in a place with a helipad, medical manuals in the hospital, repair manuals in random houses or lying near cars, and ect. Think about the whole thing, classes and manuals. It's not the definite way to do it, but just imagine if it did what it is supposed to. Imagine if it focused on how people play the game, and made players survive different ways based on their skill sets? If it encouraged players to team up for survival but you did just fine without? I mean, no group of players with different or the same classes would be better off taking out a single player than they already were.
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Just a few suggestions...i have a so many.
OW22 replied to Lord Turner's topic in DayZ Mod Suggestions
I like the radio beacon and walkie talkie idea and all that, but all that should be required to infiltrate them is the use of them in enemy hands. Walkie talkie comms should be able to be hacked into by being within range and on the right frequency. As for hack kits and tool kits, no. Here's why: you are adding a new set of things to the game, which would be defined as devices. Say you had civilian classes, (read my post on this thread: http://dayzmod.com/f...z-have-classes/) and one was an electrician, basically a device manager, one who can use the technology well, that might work then. Those are the ones who should be able to use those kits to repair and hack devices. It kind of ruins the immersion when everyone can repair all-but-lost vehicles, pilot helicopters, and give friends successful blood transfusions, so this should be in the way of classes, especially if you are talking about clans using these items. Revive- They are dead. You can't give them more blood by zapping their lifeless corpse. Spawns? I don't like it. At all. It can be abused. What's stopping you from setting spawn behind an enemy base, going in gun-ho, then not worrying as you respawn not far away and still in range? Now you'll make up some, "well no, the person who owns the base would approve their spawn if they were a friend." Well now we have to deal with marking territory, ownership, and spawn requests. This can and will be abused. I don't really think you REALLY wanted this, just thought "If it worked it'd be nice." It would, but it won't, so it isn't. Broken Bones- In my opinion it should work like Fallout crippled limbs. If you fracture (which is more of what it is in the game than breaking) you go down and crawl but you're still moving your leg, when you play Day Zed. Like in Fallout, you should just move slower and drag your leg, but still be standing. Making a splint may be a good way to help your limb until it heals. You should only be able to hold 1 handed weapons if it's an arm splint. Also, limbs should not heal if only painkillers are used. Splints should be easy to make. Because they actually are. Might require new animations and coding, but it's not just for aesthetics, it's better than having to crawl with both legs now. For traps, bear trap has been added. Non-Lethal Ect- A suggestion for a tranquilizer gun has already been posted, and is a good idea, as it does allow for a more merciful game. Bindings- What if they just leave you there? You can't get out, and you can't do anything. Fun. Ammunition- Use what you got, no special treatment for ammo, it's just like any other item, so it should be treated like it. Weapon mods, again, not everyone knows how to put gun mods on, and not everyone has the tools to. You can still find some guns with a scope besides a snipe or a pistol with a silencer. -
The problem is you're turning a good thing into something where someone says "Oh sh**!" Dogs as companions are going to be a good feature, but the dogs should not spawn infected. If the dog dies from a zombie, then why not have it be infected? A bit off topic, if things turn into zombies from just death, then why not do it that way, especially since looters would have to be careful about it. I did suggest in my suggestion thread girl meshes for zombies, since there are female character options in the game. Back on topic, if dogs were in the game, and they were infected and were just completely overpowered compared to the original zeds, that would be ridiculous. They should not be faster, more evasive, and do more damage. What dogs should act like as a zombie is protective. If you enter it's domain, it will attack. If you leave, it will not pursue. 1 bullet should kill it, except maybe from the makarov. It should be fast, but should not do more damage. The human mouth can actually bite down with more force than a dog. (okay, that's a bit underpowered, but they shouldn't be better in every way than a zed) Now reading some replies I think you might be saying that dogs are wild dogs? I, again, suggested wild animals that fight back in my suggestion thread, but these dogs are designed to be companions, probably tamed by offered a piece of meat, otherwise hostile, or evasive. These dogs would most likely be domesticated and newly ownerless dogs.
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Improvised items - Medieval(ish) cuirass
OW22 replied to YourStepDad's topic in DayZ Mod Suggestions
Improvised weapons and armor are your focus, correct? If DayZed players have to deal with sleep eventually, grabbing a pillow and using it as a silencer would be a fun adventure. As for any form of armor.... Nothing comes to mind, but maybe clothes that provide more warmth would be a bit more fun. Of course, we might have to wait until the game has a better clothing system, and that's if that would be a feature in the game. Grabbing a board or so from a pile of debris would be good too, considering it's completely useless and just an obstacle. Just have a board spawn next to one? -
Thanks for the support!
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Water goes down the fastest, right? So: Water Food Blood Temperature But anyway, why not just make the blood a picture of the human heart? Not like the cartoon version -> <3 but the real thing. The thing is, the icons are there because right now, games lack feeling. You can't "feel cold", hungry, tired, or anything, but if you were there, you would know. That knowledge is based on icons and their representation of your condition in that area. It'd be fun to have features like shivering, stomach growling, but when you think about it, when you shiver, you're already too cold. When your stomach is growling, you're already too hungry. Now, if they work as REMINDERS as to your state, that would be pretty cool! But seriously, until virtual reality comes in and can replicate feeling, keep the icons.
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That's a pretty cool idea, and would be a nice alternative! Especially not to waste bullets.