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The People's Free City of Berezino [Safe-Zone]
NFK replied to puppetworx's topic in DayZ Mod General Discussion
I always go to Berezino or Krasnostav for supplies, least populated two cities in the game. The past few days I tried out Cherno and Elektro on high pop servers just to see if I could manage it. Was impossible to gear up without getting sniped all the time. It's a long hike, but if you want to live in the north, Berezino is the logical supply point, aside from other players' tents. -
I've also never gotten the graphics glitch. Running an older machine too. SPECS: OS: XP Pro SP3 Processor: Intel Core 2 Duo E7500 @2.93GHz MoBo: MSI P6NGM-L LGA 775 Memory: 4GB DDR2 Video Card: XFX NVIDIA GeForce 8800 GT 512 MB
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If packs of wild dogs are implemented, they should have a chance to random spawn when you gut an animal (attracted by the kill). Imagine the oh shit factor if you think you're alone in the forest, happily slicing up a boar, and suddenly you hear growling, slavering dogs surrounding you.
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Opening a crate with a hatchet should be possible, but would require multiple strikes and maybe a risk of destroying the item inside. This would make the crowbar preferable (right tool for the job). Yes, the crowbar is an excellent pry tool with lots of leverage. Perfect thing for forcing open a locked door.
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A point based character creation system would just feel like every other RPG out there. If (and it's a big if) the game were to have some kind of skills/perks/whatever, they should be randomly generated on character creation. To prevent suicide for better rolls, put them on a 10-15min timer. Any death sooner then the timer elapsing from creation till death results in the same stats on the next life.
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When you switch from your primary to secondary weapon, there's a small animation that slows you down. But when you switch weapons from your backpack to your weapon slot, you instantly pull out the stored weapon and pack away the active the weapon faster than a quickdraw artist. Solution: when switching weapons from your backpack to your weapon slot, your character should run the same crouched over animation as when you eat, build fires, and do other complex tasks.
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let me drink from lake/tap without a bottle
NFK replied to ragequit (DayZ)'s topic in DayZ Mod Suggestions
It's a bit of a fanwank, but I always thought of the canteen as having a purification kit. That's why it allows you to safely drink water from questionable sources, and why you can't safely drink from those sources without it. -
Time and resource calculations for underground construction (+fancy sketches <3)
NFK replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I have to say, I love the system you've come up with, it does a great job of encouraging cooperative play. -
My beans. You must have them. Epic biplane idea is epic.
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Confirming that PBX spawns at the end of the Guba inlet.
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Contrary to popular belief, my tent items saved in 1.7.2.5
NFK replied to Hetstaine's topic in DayZ Mod General Discussion
I haven't set up my own tent in 1.7.2.5, but I'm still finding plenty of tents full of loot to raid on a regular basis, so they are still working for some people. -
So you died? What's your routine after respawning?
NFK replied to welch's topic in DayZ Mod General Discussion
Last new spawn I: - grabbed an AKM from the Balota ATC - Raided the Cherno supermarket for ALICE pack and consumables - Logged off in the forest - Logged back in, sent to the coast near Otmel - Hit up deer stands as I go north to the Solnichny factory - Finally find a damn hunting knife in the factory - Proceed north to Berezino, hit hospital for medical supplies - Fixed an ATV found at Klen Hill - Crash the ATV along the fences of Krasnostav airstrip - Continue North looking for camps and vehicles (current) -
Time and resource calculations for underground construction (+fancy sketches <3)
NFK replied to DZR_Mikhail's topic in DayZ Mod Suggestions
If I understand correctly, the sequence would be: - gather necessary materials - bring them to the desired place - convert materials into a construction site - this begins a construction timer - press a construct button to take 3 minutes off the construction timer - button appears at random locations to prevent macros - adverse conditions (raining, frozen ground) reduce the amount of time the button takes off the construction timer - more than one player can construct on a site, so that groups can work cooperatively to reduce the the construction timer faster Is that a correct summary of your mechanic? -
You do realize that I just got you to finally cough up the full system for your idea, on page five of the thread? All of that should have been in the OP. This is how you've been arguing it, starting with the OP: So no storage of any kind, no looting your corpse, and no transfers of corpse loot from a buddy to your new character. That's it. That's all you started with. No explanation of how this would work, no exploration of what knock-on effects it would have on the rest of the game. Then you added tweak 1: So now we add vanishing loot to the mix. Then there was tweak 2: First appearance of the tags. Now we finally have the beginning of a system, but the implications aren't mapped out. MykeMichail asks you about those implications: Instead of working out the details in answer to his legitimate questions on how your tagging system would work, you blithely reply with: You dodged all of his questions by dismissing them as red herrings. They were not, his questions were a perfectly logical exploration of your system, and completely relevant to the issue presented. You didn't even bother to tweak anything here, just ducked the questions because you can't be fussed with the details. Next there's tweak 3: So now you introduce a tweak where the person CAN trade you back your past life's loot ("they can give it back if they wish"), so long as an unspecified period of time has passed between the original transfer and your subsequent death. Not only did you duck the details again, but this tweak undermines the entire point of the system you are building (i.e., preventing the transfer of prior life's loot to current life). Organized players would simply use dedicated accounts as mules to hold their gear for them. These mule characters would function as mobile tents, without the buggy drawbacks of current tents. So finally, buried on page five, you try to put the whole thing together: Now you introduce multiple, permanent tags on the same item. On a busy server where loot changes hands frequently as people die repeatedly (refer to MykeMichail's story about the AK-74), this will create a situation where people will encounter their unusable past life's loot through honest gameplay. How does this absurdity promote the survival aspect of the mod? Other posters have already pointed out that killing storage reduces the persistent-world aspect of the game, so you can refer back to them on that issue. For that reason alone your system is a bad idea, and all it would accomplish for that huge downside is an absurd game experience where you could kill another player only to discover that his weapon is unusable because your hands touched it in a past life.