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JD_274

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About JD_274

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    Woodland Warrior
  1. Thanks for the support everyone, while I do agree it wouldn't fit the criteria of certain weapons that simply CANNOT be fitted with supressors, this would do wonders for some of the weapons that can, like the Makarov to provide a source of common and silent secondary shooting to pair alongside your actual primary that would serve the purpose for more intense combat.
  2. So we've all encountered these "makeshift suppressor" threads with crazy ideas like, being able to muffle the sound of your weapons with a pillow, or a blanket, or a glass bottle. While it may seem practical in Hollywood, it barely serves true in real life. Now one might ask themselves, "well if weapons are so loud, and we can barely find any suppressed weapons, what's the point of using guns? They're practically dinnerbells for the zombies!" And i for one agree with them! Practically no point to use a gun unless you're facing up against a bandit. So what could we do to expand the use of our dinn-*AHEM* I mean, guns? Simple; brought to you by the real world, introducing: The Econo Can Now you might be asking yourself "What the hell is this?" Well it's quite simple really, the folks over at http://www.americanspecialtyammo.com have designed an adaptor (Pictured above next to the orange car filter) that will attach a car filter to the front of your firearm of choice, and make a very cheap and inexpensive supressor! Still doubtful? Well i'll make a believer out of you! Watch the Econo Can in action! The way these could be implemented is they could be weapon attachments that reduce the range at which they are heard, however greatly obstruct your view when aiming down your sights. Not to mention that car filters will degenerate quickly due to their makeshift nature and will noticeably reduce the weapon's effective range. What could be done as for ingame drops, is adding the actual weapon attachment drop in residential areas that resembles the Econo Can, and then make car filters a common drop in industrial areas. Once we hit standalone, this addition could greatly revolutionize the way we scavenge and explore!
  3. I can see how that would work. As I said in the OP, the numbers can be subject to change as per the community. Degradation of kills can be quicker or slower according to how people play Day Z
  4. Okay, i'm glad you can poke fun at my idea, but the fact of the matter it has legitimacy in the narrative, you have no other arguments than "it is magical because you can see other player's statistics", pose no viable alternatives so as to progress discussion, and instead choose to nitpick at my argument so others bandwagon along with you and discount me as some loon trying to implement a "magical book" onto Day Z. If you're so against players knowing the statistics of others, then I suppose you must think the "Leaderboards" button in the dayzmod.com must be heresy.
  5. You just said how it would destroy gameplay tension, but then would have little to no effect. This is where it shines because ultimately it's up to you what you do with the information and to trust the guy just wasn't attacked by a group and survived it. And as I explained before there is no magic, but this seems to be the running theme with arguements against me because even the slightest hint of unrealism in a videogames KILLS ALL realism along with it.
  6. This notebook isn't player-specific retelling of their deaths, this is a notebook is a collection of names written by arbitrary scavengers like yourself, who may or may have not written their last words on it. If your biggest qualm with my idea is that you can write your name down upon death, then assume you were describing someone before he chose to shoot you in the skull. The notebook isn't supposed to make sense in context of other players, it's supposed to make sense based on what you "read" of other scavengers. The "writing the name down" simply adds a feature to deduct from their score, it doesn't mean "Player A specifically read Player C's story on Player B before he shot him" Just because this prompt is slightly unrealistic, doesn't make it magical, otherwise alt-f4'ing must be wizardry in your eyes
  7. Believe me you, I have considered the idea of having player passed on journals and enjoy entertaining ideas that would add further immersion in the game, but the main problem with that is this: It would be very difficult to code and even if it was implemented in the game, only certain people would have access to these old notebooks. The idea behind the notebooks is to make them semi-scarce but readily available for new players to co-op as soon as possible. While I do understand that it sacrifices certain realistic aspects, it could just as easily be assumed that the information was already there. Aside from that, player-specific journals would also be delving into the "ultra-realistic" aspect of the game, one which Rocket has already made explicitly clear he does not want to venture in, regardless of how immersive it is.
  8. What you misunderstand about my idea is that it isn't a deterrent to PvP, it is merely a system of establishing trust among scavengers to encourage teamwork as well as providing a new sense of caution when it comes to meeting certain scavengers. The story behind the notebook isn't just dead travelers, it's live travelers you don't meet. You as an individual get your chance to pass on your message through the notebook only through death, but this doesn't mean everyone who had the notebook before you did.
  9. Admittedly, the idea of writing a name on the book so others can avenge you is kind of going out on a limb, but really it's just narrative. A scavenger wrote his last words on a notebook, and it in fact could be false, this is why I never make it clear to you that people in red or orange hues are necessarily horrible people. ANYONE can make an accusation so long as their name hasn't already been slandered. You could nitpick all you want saying how a prompt that has you write down your killer's name is "unrealistic" and too "magical" but you could also argue that it's kind of "magical" how you ended up in a shore in a place infested with zombies with conveniently placed supplies in a backpack you somehow got. It's not "magical", it's narrative. The writing a name down prompt simply provides a player (in possession of the notebook mind you) with an indirect way to get back at his killer and make gameplay more interesting and fair in a way that stays true to the style of Day Z, which is ultimately based upon scavengers, trying to make their way through the wasteland, possibly telling their tales through a dirty piece of paper or telling it to another scavenger before he shot him in the face.
  10. This. Besides you do realize it is possible to "feign your death" even if there is no fly sounds because you body doesn't instantly rot and swarm with flies upon death, right?
  11. JD_274

    New item: NOTES :D

    But how is it "horrible"? Perhaps his initial idea is rough around the edges but the central concept has potential, all you seem to be doing is insulting him for no reason.
  12. JD_274

    Quick But Brilliant Solution.

    Maybe i'm skimming through your post too quickly, but I don't really see a suggestion in here...?
  13. Because Rocket has stated this game should be more about teamwork than about killing one another to take from each other. This would add an indirect alternative to control mass RDMers, adds to the games roleplaying/narrative, and establishes a slight sense of trust among players, one which as of right now is virtually nonexistent unless you have Teamspeak which takes from the game's realism.
  14. JD_274

    New item: NOTES :D

    I agree with darkanima that perhaps a "messageboard" in a city full of zombies would be a rather unorthodox way of undertaking the concept of "leaving messages" but perhaps a different way of approaching this would be the concept of adding chalk to the game that would be in your toolbelt, and when you wanted to, you would be able to select a spot anywhere in the world and "write" a message. The texture for chalk writing at first would be small and look like a bunch of white scribbles, but when your character approaches it and reads it, a small text box appears with the author's message. This way the chalk texture is readily recognizable to players and easier to code for Rocket but serves the same purpose. Due to the survivalistic nature of the game, this would eventually evolve into the modern day hobo symbols language that alerts fellow hobos of certain handouts and cautions like so:
  15. JD_274

    Crossbow with scope and magazine

    I would go as far as hoping that when Day Z becomes a standalone release, Rocket can improve crossbows overall, in bolt droprate and giving it a better sight (at least, although a scope would be nice)
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