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Everything posted by JD_274
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The solution to murdering bandits and griefers
JD_274 replied to JD_274's topic in DayZ Mod Suggestions
I understand your qualms with tags in the first place, however this notebook instills a sense of realism becuase it's supposed to be another scavenger's personal recollections of other players. That said, your character would be able to "recognize" someone by how they look and how "others have described him" because he "took the time to read the notebook" -
The solution to murdering bandits and griefers
JD_274 replied to JD_274's topic in DayZ Mod Suggestions
If you have a notebook, you see other peoples names in different hues, otherwise it's the default green color. This is different from the bandit skin because you never really know who has a notebook and if the player can see your own lifetime kills -
The solution to murdering bandits and griefers
JD_274 replied to JD_274's topic in DayZ Mod Suggestions
This isn't just you tracking bandits YOU'VE seen, it's just tracking all of the people's names and their lifetime kills. The idea is it's a notebook left by some other scavenger (or scavengers) with "descriptions of other players". It's mostly for realism, but in black and white it's pretty much a glorified leaderboard. -
The solution to murdering bandits and griefers
JD_274 replied to JD_274's topic in DayZ Mod Suggestions
Hopefully not, I have plenty of dirty notebook pictures I can send Rocket for free! -
I think this should be on Bug Reports, not Suggestions
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I think we should take from another popular game, Metal Gear Solid 3, and add one of the game's mechanics into Day Z: Camo Index. Hear me out before you discredit this as overcomplicated. The way camo Index works, for those who haven't played MGS, is simply there's an indicator on the upper-right hand side of the screen that tells you the percentage of how well your clothing camouflages you from enemy sight. 100% being fully camouflaged, you can literally prone next to your enemy and he won't even know you're there, or 0% where the enemy could see you a mile away. This concept would better make a player aware of his boundaries when approaching an area that is infested with zombies, and even perhaps other players. In this picture, Snake would be barely visible to his enemy, since he is wearing "Tree Bark" Camouflage and he is beside a tree trunk. Now I wouldn't go as far as to suggest to the good people developing Day Z to implement over 100 camos for every terrain texture in Chernarus, because that would be silly. I would however suggest the addition of two camouflages to complement the two existing sets of clothing (Default and Ghillie) I would make the Camo index function as such as per the set of clothing your character wears: 1. Default: The clothing you spawn in; Grassy Woodlands: 25% Standing, 50% Crouching, 75% prone Urban Locations: 30% Standing, 60% Crouching, 80% Prone 2.Woodland Camouflage (Suggested): Would be a drop throughout the world, more occuring than ghillie suits; Grassy Woodlands: 40% Standing, 75% Crouching, 90% Prone Urban locations: 20% Standing, 40% Crouching, 50% Prone 3.Urban Camouflage (Suggested): Same as woodland; Grassy Woodlands: 20% Standing, 40% Crouching, 50% Prone Urban Locations: 40% Standing, 75% Crouching, 90% Prone 4.Ghillie Suit: Naturally Occuring drop; Grassy Woodlands: 60% Standing, 85% Crouching, 100% Prone (Can be right next to a zombie and not alert it so long as it doesn't bump into it) Urban Locations: 20% Standing, 40% Crouching, 50% Prone The idea is to make camouflages situational as opposed to direct upgrades you can just walk around in, as well as give default clothing an appropriate edge in urban locations where foliage-dependant camouflages would be out of place. Of course these indexes can be subject to change and i'm but a mere suggester so feel free to discuss your opinions on the matter and amend my own idea with your suggestions.
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A taser has no practical use in this game. You're better off using the disk space required to program a barely lethal weapon for a better useful item or feature. If anything this only promotes players going after other players, when this game should be more teamwork oriented than it's current deathmatch-like state of affairs
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Player Identification and Classification System
JD_274 replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
seems kind of complicated, not sure if it would work -
Or just make buildings not spawnable in? You log out in a building, you spawn outside of it, period.
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I think the day Day Z becomes a standalone game, they should make barbed wire an obstruction rather than a wall by making players and zombies get caught on it and make walking through it more difficult, with cuts and bleeding occurring to player characters. Doors should have the ability to be locked which could either be blown apart by weaponry, making the entrance very loud and apparent, or have a lockpicking minigame that would take from actual lockpicking techniques and make it very difficult as well as require certain tools to unlock, making the entrance stealthier but obviously much more difficult to perform. I would also add a boarding up entrances as a secondary mechanic into the standalone game making boarding up doors more durable to shotguns, hatches and zombies tearing down the door, however make lockpicking the boarded door have the door open normally, but players have to prone through the nailed up boards. But that's a suggestion for another thread I suppose.