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Everything posted by Lanceo90
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I was walking through some of the medium value farms and I was looking at the stables some of them have inside them. I was thinking that maybe there should be a spawn chance for animals in the stalls. Or if not inside, maybe a chance for them to spawn nearby outside.
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Don't really like the idea of a new map, but. I do want a lot more "end game content". I got a good primary weapon and ammo for it, got a good pistol and ammo for it, I got an alice pack, I have all the utility items except GPS and range finder, I got a few items of each medical supply, and got plenty of food and water. I found I don't need to really play now, I check in every couple days to see if my guy still has food and drink(cause that drains even while offline if I'm not mistaken). I guess I can kill zombies, but their zigzag running makes it an activity that even a good player can't do that very safely. I'm a good person too, so I don't want to hunt players. I could try to find a gillie suit and GPS - but dat drop rate. I could repair vehicles, but those just make you a target more than they help imo. The best suggestion I can make is a "rebuilding" feature more for houses than vehicles. The ability to put together water purifiers(mater pond water undrinkable without running it though a charcoal and sand filter), building a generator(out of an engine, fuel, and a couple alternators), etc etc.
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I know there are a lot of topics for "splints" but I'm thinking of a slightly different method that should be a lot easier to implement and be more efficient. The idea, right click on bandage "combine to Cast" requires four bandages. You would just use the code behind the "Combine four 2 Rnd Slugs/Pellets" to "8 Rnd(M1014)". Instead it consumes four bandages to make one cast. Right click the cast and click "Cast myself" to repair bones. Here's the logic. The only thing you need to add to the game is an inventory icon for a cast. The coding already exists for combining 4 objects to 1, and for repairing bones on use. It would be more realistic than morphine functioning as that bone repair potion of Harry Potter. Bandages are pretty common so it wouldn't be too hard to get 4 of them, but because it takes four you have to sacrifice inventory room until you can make it. So it's more balanced, makes it a bit easier to access, and it is a lot more realistic. All the code needed exists I think, all you have to add is an icon for casts.
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Zombies should be much much much more dangerous...
Lanceo90 replied to Terin44's topic in DayZ Mod Suggestions
Do not do not do not do not do not make them harder. You can pretty much only survive zombies in night servers as it is. They are tough enough, and too tough before the last patch which reduced their detection %20. I think they are just fine now. It really depends on what kind of Zombies the developers want. You have Resident Evil style in which they become enormous hideously mutated impossibly powerful monsters. You have 28 days later where they are very fast and strong(looks to be about what DayZ has). And you things like The Walking Dead where they limp over to you very slowly and rely on numbers to get you. So where they are now seems pretty mid range to me, although I would say harder than mid level because of their zig zag running, they don't need to be any tougher. Also, what I like to cite. There is the saying that what you should really be worried about in an apocalypse is other people. I've only died twice to people, one only indirectly. I've died many many more times to zombies. -
First time I saw one I figured it was bigger than the starter, but I guess it's smaller. Why not make the Czech pack the starter pack and make the coyote a mid level pack. I think there needs to be some kind of mid level pack. Something between starter and ALICE. I also think there should be a bigger one than Alice, like a Camping pack(those massive packs people go camping with that are as big/bigger than their back.
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I think this is in place already with helicopter crash sites. So this isn't nessacary. However, you could add some really thick black smoke that will appear when a helicopter crash site actually spawns a helicopter crash. You would get the same effect that you're wanting(a rush to valuable resources), and it would be more realistic(helicopter crashed, it should be noticable).
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Add Random supply paradrops from c130 airplanes with weapons, supplies or so
Lanceo90 replied to ukulele (DayZ)'s topic in DayZ Mod Suggestions
I think this is in place already with helicopter crash sites. So this isn't nessacary. However, you could add some really thick black smoke that will appear when a helicopter crash site actually spawns a helicopter crash. You would get the same effect that you're wanting(a rush to valuable resources), and it would be more realistic(helicopter crashed, it should be noticable). -
I don't really want complete PvE and PvP but... A lot of you are saying it's not an MMO... If it's not an MMO its an FPS. FPS's always have a server toggle for friendly fire or not. I say let servers choose. If no one likes PvE servers then the server owners will keep it on PvP. Really, if the majority of you don't like PvE then the majority of servers will be PvP. Make server default PvP and let the admins decide if they want to change it.
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I agree there should be more skins. I would like it if my friends could better discern me from other players and zombies. Right now the best I can do is judge them by their glasses(if they are close) and by their backpack(won't be possible ones all of us have ALICE packs. I haven't played Arma 2 itself all that much but I'm sure there are all kinds of civilian skins. I know most other games allow you to use any in game skin as your character in multiplayer(see Half Life Deathmatch).
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Splint: Bandage + wood pile Fixes broken bones Remove morphine pls (no way in hell morphine fixes broken bones) No forced walking either. Just make splint fix broken bones as morphine does. Morphine can't fix bones, that really bothers me. Also possiblity: Combine four bandages = cast
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Learning by doing - the alternative to classes & professions
Lanceo90 replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
I like the general idea of this. There needs to be skills. DayZ is much more of an RPG than a shooter(if you disagree, just leave and go play Left 4 Dead now). Obviously the debate is how to do it. I like the idea of this progression from doing actions in the game. Since a system is already in place for doing them it's just a matter of tracking how many times and applying a skill system in it. Obviously you have to balance not making it too hard for noobies, and not letting long time players get to OP. But it's important to continue letting characters grow. Honestly I have a good primary weapon, a good secondary, an ALICE pack full of medical supplies, food, and drink. I really don't have a reason to play now other than to log in and get new food for when my guy runs out. We need more "end game" content other than killing zombies and tracking days. A good step on getting more of that is skills. Anyway, onto balancing. Medical Ability Growth: At start you can: Apply Bandages, Apply Pain Killers. After X number of doing that, you are rewarded with being able to do them faster and unlock. Mid Level: Apply Epi-Pen, Apply Morphine After X number of doing that, you are rewarded with being able to do them faster and unlock. High Level: Perform Blood Transfusions After X number of doing that, you are rewarded with being able to do them faster and unlock. (???EXTRA???) Max Level: CPR capable(can bring someone back to life if you get to them in under 30 seconds), skin changes to a doctor. Ok now here's my reasoning. In my life, the only things on this list I've ever done is used painkillers and bandages. I'd think a majority of the population would be about the same. Now, epi-pens are kinda simple but what's to indicate the instructions on it aren't worn out? You'll need a bit more medical knowledge to do it. I've never heard of morphine auto injectors so I have no idea, but I imagine it's simliar to the epi-pen, I think you need a little bit of medical knowledge to do it. Blood transfusions, this seems really difficult to me; maybe I've watched to much TV but it seems like well practiced doctors even have trouble with it, it takes skill. Now this extra one I added would require extra work, but would really make someone proud of their achievement. They get a doctor skin and can save people from death if they get there quickly enough, which usually a skilled doctor can do. This doesn't hurt noobs too much, after all you only get bandages and painkillers anyway until you go into a hospital usually, and getting to a hospital is really hard for noobs anyway. It doesn't make old players OP, they just get access to all the equipment that is already available, and can apply it a little faster. Sure, if max level was in place they can save a fallen comrade, but they have limited time to do it. Whoever downed the first player could just take down the doctor as well if the death was caused by a player. If it was by zombie, even better, why should a experienced team member fall to a lowly zombie. This is just the medical example, other professions would follow similar steps. Starting level, medium level, high level, and maybe a max level. Max level would give them a skin to let players know the person has done something cool. Each level makes the previous level's actions take less time. The max level ability is really nice, but is balanced enough to not totally break the game. I would really love an even bigger system than this but I know there are a lot of people who don't want one. I really don't know why. I remember one of my history teachers telling us that our path out of the stone age and into civilization is learning to specialize. In a zombie apocalypse we're back in the stone age, if we hope to rebuild society, we need to specialize again. ADDED: Also, rather than totally restricting higher level abilities(except hte max level one) make it just have a failure chance if you are not to that level yet. -
No it's not bad its just not all that useful really. Might be ok to add if the developers have nothing else to do lol
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Medium residential nearly always have a gun. I was in a low value residential that had two different primaries. You're fine bro, just check residential.
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Nah, player bodies is best for this. However I do think the bodies that are neither zombie or player that are already in the game(mostly the military dead guys up north) should have loot chance. On the topic of secret stashes to loot, that as well should be an ability for players to place them, then just loot those. It's nearly in effect with the tents, but I would like to see a dirt pile or something like that that lasts longer than 7 days that would function as a "hidden stash". Also adding a shovel to the game in order to dig the holes to put stuff in or to dig stuff out.
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I agree, a detector should be in place. I think the game has an acutal trigger that toggles night on and off. I think church bells ring for morning, a server could be set so when the sound file plays it switches on the browser
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I'm just going to say no to this because of programming difficulty. There is no throwing weapons in the game, so it would require a whole new thing. Remember that melee weapons now are actually guns with melee weapon decals with really low range. The closest I could imagine, is it would fire a longer range bullet and then drop to the ground. But I don't think it would be easy to make it actually be thrown to a location... Maybe, now that I think about it, the crossbow's mechanics could be used to do this... Because it puts a bolt where it fires... Instead of a bolt a hatchet could appear there... However this would still have a primary weapon in your inventory, and I'm not sure how you could change it from melee to throwing mode....
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I just honestly don't get the point of starting with nothing. I don't know where our character was previous to spawning, but he managed to get to bandages, painkillers and a flashlight. To me that means he went to the medicine cabinet before anything else. If he could get to the bathroom, he could get to the kitchen (for me, in order to get to the bathroom I'd HAVE to go through the kitchen). And in an apocalypse, I think he would grab one of the knives. I won't go into detail that he maybe went into the basement even to get a backpack and flashlight. A weapon doesn't need to "break" that just would add all sorts of work for the designers. Instead you can program "breaking" by just making it have low ammo. In fact, I'm going to go over the weapon list, and give a full stat example of what could be added: Name: Kitchen Knife Damage: 1389 Audible Range: 2.2 Effective Range: Melee Ammunition: N/A Mag Size: 30 (Not sure why this table I'm looking at lists N/A, when you play this is 100,000 on the hatchet) Mode: N/A Extra: N/A Rarity: Common [Designed this weapon by taking the lowest current damage weapons do, keeping all the other melee weapon stats, and giving it a moderate mag(keep in mind with the mag, although 30 is a big mag, there's no new ammo to stick in a melee weapon so after that 30 and it takes (3-4?) shots with that damage to kill a zombie.] Here's another design, based on another item that shouldn't take to long to grab in your house: Name: Screw Driver Damage: 1125 Audible Range: 2.2 Effective Range: Melee Mag Size: 45 Mode: N/A Extra: N/A Rarity: Common [Another common house hold item that you sometime see used in shows to stab a zombie in the brain. Less damage, larger mag. Damage is because it's a small stabbing weapon, larger clip size because it would take longer for it to get dull compared to the knife. Possibly, allow this to be used for other purposes later in the game (things that require screws to build?)]
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I agree there should be blood regeneration, considering it really does happen in the real world. Also considering that food items giving blood seems like a likely target to get nerfed in the future. Also considering blood transfusions are a lot harder to do in RL than in game - blood has to be your own blood type after all right, and I think they are also really hard just to perform - i.e. blood packs will also be nerfed most likely. So considering the current methods of getting blood are targets for nerfing in the effort for realism, you really need another system for blood. So, regeneration over time seems to be the answer. As for recovery speed, I don't know. When you donate blood in RL you are lightheaded for the day, they suggest a friend drives you home. Now I've never donated before, but I think most people are able to drive again in just a day or so. But in the current state when you get to a certain blood level (usually in early game), you hit 2000 or less and you say "Well, I'm dead. No point to continue. Time to commit suicide, or kill as many zombies as I can if I have a weapon.". If you add blood regen, players won't be as likely to do that anymore, instead the thought process would be "Ok, I'm really low on blood. Maybe if I lay down somewhere safe, take it easy, I'll be alright." If will give the players more hope and will to survive, which I think is a lot better than a system that makes them say "!@#$ it." This leads me to another suggestion(not entirely sure if it's already in place or not but). 2000 blood is the magic number where anything less you pass out and die right? Make it so if it's not REALLY low, you can stay alive by "taking it easy". If the player stays at a walking speed (prone, crouch or standing) they won't die; because if I had to guess when you're really low on blood a high heart rate is what will kill you, and if you keep it low you could be alright. Allow players to pass out still, but not die, maybe an extended pass out that can last up to a good night's sleep(8 hours). Anyway I feel like I'm rambleing, so in a nutshell: Add blood regen, allow players to live between 1000-2000 blood as long as they move slow (or not at all), add a "passed out"/"unconcious" state that lasts an extended period of time (multiple hours, will mean logging out). For the heck of it, I'll add a little table here... 2000+: Alive, current effects of low blood levels stay. 1500-2000: Alive, player must "take it easy" - if a player moves as much that causes the character to breath heavily will cause death 1000-1500: Alive, extended pass out - lasts until the player reaches 1500 blood (perhaps make it so even if the player logs out, his/her unconscious player remains, leaving him/her vulnerable to players/zombies to end them) 1000-: Death, current process of death for players under 2000, with addition of immediate death if the player causes the character to breath heavily
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I don't think anyone wants people to spawn with guns. They just want a melee weapon. Perhaps a "kichen knife" with stats similar to the crowbar. If you add that, and nothing else at start, there's still no reason to spawn kill. At least no more than their is now. All you cna really take right now is the bandage and painkillers. Adding a knife to a body(a knife that everyone will have mind you) there's still no more reason than before to kill someone.
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I really think you should spawn with a hatchet at least. Honestly, when we all think about surviving in the real world in a zombie apocalypse we look to the stuff we may find in our house. I think everyone has been in there kitchen at least once, found their largest/sharpest knife and told themselves "I'd take this with me if it came down to it." I don't know what the background idea is for your character, but I imagine he grabbed a backpack, threw some stuff in that looked useful in his own home and bolted. I think he(or she) would take the time to grab a kitchen knife, or screwdriver even. The character had time to get to the medecine cabinent(painkillers and bandages), he should have had time to grab some sort of weapon. But that's my suggestion. Add an item like a kitchen knife or screwdriver. Not being meant to be weapons they would have a lot less shots than a hatchet and perhaps even shorter range. Because honestly when I saw the videos and blogs about the game that got me really pumped for it was more for the PvP aspect. There's that old saying "It's not the zombies you need to worry about, it's the people." Well I've only died once directly by a player, once indirectly(got shot at till my bones broke, glitched out of the building, fell on zombies, zombies killed me), but I've died... I don't know, more than ten times to zombies. Usually it's while I'm prone-crawling and somehow get spotted by a zombie a kilometer away. I will say starting with no gun is just fine. Not a huge cross section of society has firearms in their home, so it's totally understandable to not start with the magnum or the makarov. However I think everyone has a descent knife in their kitchen, and if the character you play had the time to go to the bathroom and get medical stuff, he should have had time to grab a knife. I'm not sure what the logic is to having no weapon at all at start. I can see guns, newly spawned people could easily kill long time players or new spawns themselves. but if you start them with a melee weapon, they pose no threat to players since other new players could just run and long time players can shoot them at a distance. Having a melee weapon at start would just help a ton with dealing with what seem to be entirely un-avoidable walkers.