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=MeRk= Morbo513

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About =MeRk= Morbo513

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  1. =MeRk= Morbo513

    IF this was an actual game...

    One-time purchase. Both community and studio run servers with universally enforced rules (Difficulty). Kickstarter would probably be viable due to the audience the game already has.
  2. =MeRk= Morbo513

    AI Death squads, bullet lethality and delayed disconnect

    People don't seem to understand what I'm getting at with the ballistic damage thing. Anothermartz understood it pretty well though. I'll reiterate: 1: Same or larger chance of bullets causing incapacitation 2: Bullets do less damage/players have more health 3: Incapacitation timer is much longer B4N3 - If you were to shoot someone, they would (most likely) go down. They would have a very low chance of immediate death, but you could leave for 5 minutes and come back and they'd probably still be incap'd - By that time they'd have bled out or been munched on, or just respawned. You could still send a second shot into them, and if you're using a 7.##mm weapon, this second shot would most likely kill them. I'd prefer this to a revival system because it still carries the chance of irreversible death, especially if the player's on their own, while still giving players they're working with a chance to save them. Also, it isn't dissatisfying for the attacker, because the player he shot would be out of the fight until tended to. Think about it this way; as it is currently, me and buddy walk into open field. Buddy gets shot. Buddy dies before I even get over to him. With this idea: Me and buddy walk into open field. Buddy gets shot and goes down. I could drag him into cover and then engage the enemy without having to immediately worry about his health. If I win the firefight, I can get to work patching him up. He'd still need a lot of blood replacing and I may not have the necessary medical supplies to get him otherwise functional. On the other hand, if I get shot and go down myself, there's no way either of us would be getting back up unless we were lucky enough to not bleed out if the attacker were to leave. On the subject of the death squads, yeah, I did think it'd cause strain on the servers, but it's an idea anyway. And in response to B4N3, it would be triggered after a large number of PvP kills, maybe within a certain length of time. At the moment there's little to deter PvPers and there's no player run "Police" force since everyone's too disorganised. I'm not one of those people who dislikes PvP, but at the moment, killing someone carries little consequence.
  3. =MeRk= Morbo513

    After playing the game I have a few suggestions.

    Rather than reducing the commonality of soda, make it have a diuretic effect. The more you drink, the faster you become thirsty. So a player COULD survive off soda but he'd have to be finding it constantly, or they could rely on water which has few sources. The odd single-use commercial water bottle might be nice.
  4. =MeRk= Morbo513

    After playing the game I have a few suggestions.

    I've got to say I really like most of these ideas. I'd guessed that revival was out of the window with the dev team, so I suggested a re-work of the PvP damage system, but your idea works equally as well, and has the same effect in mind. ACRE is supposedly a planned implementation Diamondback, I really like your idea about dynamic weather and setting up improvised rain-catchment systems - Empty whiskey bottle/tin can/waterbottle, cling film and an entrenching tool could create the catchment system (This type has a name but I can't remember it), then a campfire and an empty tin can can be used to purify it (Rainwater could have a [very] low chance of being "poisonous" - Infected with the virus or some shit)
  5. =MeRk= Morbo513

    MERGED: Different Islands

    In my opinion the map needs to be a lot bigger rather than smaller. But yeah, at the moment Cherno seems rather small - Forget what people say about a lack of transport, I can make a circuit of the map's edges in less than 2 hours, and that includes time spent finding supplies and fighting off the odd zombie attack. A player can get from the South coast to the North border on foot in 25 minutes or so. Lingor would be nice if it weren't for the fact that it's even smaller than Chernarus.
  6. =MeRk= Morbo513

    Should we scrap bandit models?

    Yes and no. Keep the concept; use PMC models but bandits should get the all-black gear skin, where regular survivors have the other skins. Not sure about the black vest/pants with white shirt though.
  7. =MeRk= Morbo513

    AI Death squads, bullet lethality and delayed disconnect

    Like you say, players should be rewarded for their skill. But the idea is that the player doesn't know when they've triggered it; I neglected to mention that the death squads would spawn at a random time after criteria are reached. Yeah, I did totally forget about the regeneration. I don't know the numbers, but say 5k is the current maximum for regeneration, if you reach 7.5k+ through positive action (depending on how much humanity is gained per action) that'd trigger it. As a matter of fact, a high proportion of GSWs sustained in real life are non-lethal, provided the casualty is dealt with in a timely fashion. The attacker could still easily kill a lone player, or even one of a group if he concentrates his fire on the downed player. I've had too many of my friends die to a single gunshot from nowhere, and myself in several cases. I favour games which have an incapacitation system rather than outright death; It allows a group to remain cohesive if one of them goes down, but the threat of death remains - Basically, a player gets shot and he's out of the fight, but the long incap timer and low damage is there to give their friends a chance to patch them up after dealing with the attacker. It'd also give epinephrine more purpose, to get an incap'd player straight back in. Yeah, even 30 seconds would do it. Again, I've had a lot of people disconnect on me while I've been firing at them, and I've abused the system myself to get away from massive swarms of zombies. I'd like to think that the current smoke grenades have some form of chemical that attracts the zombies, like L4D2's bile canisters. Regular smokes would be nice for the purpose they exist, which is provision of visual cover.
  8. =MeRk= Morbo513

    Concerning PVP

  9. =MeRk= Morbo513

    Fixed spawn points

    Only read the OP, but in my opinion, there should be more spawnpoints inland. Spawning on the coast is nice but it leads to high traffic in Elektro and Cherno, easy pickings for PvPers. But no, spawning in the nearest town to where you die would be a terrible idea. Then people wouldn't care about dying as much and would go rambo a lot more often.
  10. TL;DR AI squads with decent gear come after PvP centric players High humanity players get supply drops within a certain radius at a random time Less bullet damage, more frequent and longer knock-down Player character lingers for a while after D/C Normal smoke nades alongside decoy smokes AI Death squads: After a player has reached certain criteria (Rate of murders, humanity threshold), a squad of AI troops (Numbers debatable) spawns in at the closest (Northern or Western) map edge, and tracks down the player, murdering any other players within a certain distance. They should avoid towns so as to not waste time and ammo killing zombies. They should have pretty good equipment - one of the group with a possibility of NVGs, several with assault rifles, one MG and one marksman rifle, but not necessarily with much ammo, all consistent in their armament - all NATO or Warsaw pact. Misc equipment like navigational aids and optics would be randomized. If the player they're hunting disconnects, their position and equipment is saved and they despawn, only coming back once their target reconnects (This would prevent DCing to get rid of them). If it's possible to incorporate the blood system, they should have a multiple of the regular amount. Use of an AI mod may make them more fun to fight while increasing their competence (I'd recommend ASR) This system would provide both a deterrent and an incentive to reach these criteria; If you trigger a death squad there's the risk that you die, but there's the reward in the gear that they're carrying themselves. The margins between death squad triggers should be constant, but each time you do trigger one they increase in size, skill and/or quality of gear, perhaps. As an incentive for increasing your humanity, something like supply drops near your position would be nice, because at the moment the only reasons to help people is so that you have more on your side in a firefight, or to betray them later. I read another suggestion where once humanity reaches an upper threshold, your model changes much like the bandits, maybe to a Police, or BLUFOR model. Also, KSK Desert uniforms in a woodland environment!? Carrot and stick. On the subject of humanity and murders, however, there is the problem of the circumstances of you killing somebody - The person you killed may have attacked you first or otherwise antagonised you. Bullet Lethality: At the moment, I believe that the PvP damage system isn't too great. 9mm rounds are piss-weak (the phrase piss-weak and 9mm go hand in hand) while anything equal to or heavier than a 7.62 is usually an instant kill (Especially the .303 British). In my opinion, bullets should never be one-hit-kills unless it's to the head, as it currently is (although I believe that should be probability based). But at the moment, the margins between calibres are too great, and if you have any less than 10k blood anything above 5.56/5.45 will take less than two hits to kill you, while the latter two rounds may take several bursts. What I propose is drastically increasing the chance and length of knockdown alongside a reduction of the damage done by bullets. It's very frustrating when in a group, one of them gets shot once and they've bled out or instantly died before you can deal with the damage. A long incapacitation time would give other members of a group time to retaliate as well as move or treat the casualty, thus encouraging teamwork. However if a player does get hit, he will almost definitely go down, meaning no dissatisfaction for the assailant - If the target's on their own, the shooter can fire until they're dead. This brings me on to another addition; Damage to incapacitated players should be greatly increased - Again if the player's alone this is not an issue for the attacker as they can simply follow up with one or two shots, but if the target is with a group, the attacker will have to shift his focus for the time being. As for headshots, they should incur a very long incapacitation time and a lot of damage, with a relatively high chance of instant death depending on calibre, range etc, but again, it's nice to have the chance to heal someone up if you've dealt with your attacker. Delayed Disconnect: This one's pretty simple in theory: When a player leaves the server, their character should linger for 1-2 minutes. This would disencourage the act of alt-f4ing or plain disconnecting when under fire or being attacked by zombies - It'd force a player to get to safety before D/Cing, otherwise their opposition would be able to kill them. There is the problem of people coming across your body within those few minutes, or perhaps someone you're travelling with using it as an opportunity to betray you. But I don't currently have the mental capacity to work out a solution. Inert Smoke Grenades: Regular smoke grenades that behave as normal; they don't attract zombies from long distance - White smoke for regular, zombie decoy can be the coloured ones.
  11. =MeRk= Morbo513

    Consensus on Veteran Mode

    I'm in favour of removing it. I've exploited the ability to see over walls/around corners many times, SP and MP, and I think it's ridiculous, especially with the harshness the mod's aiming for.
  12. =MeRk= Morbo513

    Introduce yourselves

    Hi, I'm Morbo513 and I'm the first big-headed arsehole to have survived 24h :D I give a lot of input to the team, most of which is useless but a few suggestions of mine have been implemented (they were probably already planned :( ). But you can probably thank me for the rarity of NATO weapons I guess! I generally try to help new players but I will protect my interests. I don't have a particular server since migration was implemented, used to be on NZ constantly. Stick around the West side of the province and you'll run into me.
  13. =MeRk= Morbo513

    DayZ tricks, interesting places, etc.

    As everyone knows, NW Airfield is the best place for good weapons. The most loot-filled towns are Elektrozavodsk, Chernogorsk and Berezino Vehicle parts spawn in warehouses, factory buildings and sheds Pistols and respective ammo spawn in houses/apts, supermarkets and in other random buildings Bolt-Action rifles (SMLE/CZ550) and the Winchester + respective ammo spawn in barns, occasionally in supermarkets and apartments I'll add more later
  14. =MeRk= Morbo513

    Classic Romero Zombies

    Slow zombies have been discussed. They'd be easy as hell to outrun, and because of that there'd need to be a lot of them, which isn't workable due to the lag they'd cause.
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