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Everything posted by ENSLAVER
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Stand Alone Game and The Alpha Players
ENSLAVER replied to imatsfo's topic in DayZ Mod General Discussion
I think most people will agree that the amount of hours they have gotten from DayZ would rival and $60 game, specially any that were released this year. Personally I have spent more than 200 hours playing dayz, 150 more than Diablo III, considering I only paid $17 for arma II I am happy I have gotten so much out of it. -
Unless you are buying a $5K Alienware laptop you won't be able to run it. Full stop. I don't think anyone in this thread actually took the time to read your post, seems to be a disease around here.. Get a cheap laptop for whatever you do and a standard PC with a good graphics card for gaming. You will be able to afford both for half the price of an alienware laptop that can run all the games...
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Have you tried dayz on other computers? Perhaps the ports dayz requires are forwarded to another address on your network? Try updating your network drivers.
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I AM QUITING THIS PARODY OF A GAME
ENSLAVER replied to Blackhammer18's topic in DayZ Mod General Discussion
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No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
ENSLAVER posted a topic in DayZ Mod Suggestions
I've put these two topics into one thread because one is dependent on the other. These ideas are intended for a new engine/standalone version of DayZ, not the current 'mod'. The ideas are in no way complete and lack some solutions. Balancing would be an issue, wouldn't want to discourage players. I am assuming that a future version of DayZ will have an enormous map with a large percentage (100%?) of enterable buildings. I assume a possible food creation system such as farming or foraging wild foods(fishing?). I am assuming server restarts do not respawn loot and assuming a dead/infected players items do not despawn (body could rot/become infected). It may require rethinking the hive and locking players to regional servers (ie. WoW/etc). No item respawn/despawn: In a real apocalypse items from grocery stores/etc would be quickly looted where there are large amounts of survivors. Given survivors would mostly start with a small bag/no bag at all they would not be able to carry large amounts by themselves. Less populated areas such as farms/etc would be less likely to be looted due to lower populations at the time of the outbreak. As servers age the costal spawn areas would become more and more absent of useful items. Assuming large amounts of enterable buildings/large amounts of items/huge map it should take a while from server birth to fully looted coastal areas. Survivors would have to move inland and find new cities/other survivors/dead players/dropped items/etc. Forraged foods should be rather scarce as not to facilitate comfortable living, but be enough to survive for a short while (if you are lucky). Consumable items will have extraordinary value. Example: Ammunition, at server birth ammunition would be plentiful (if it is a US based area....lol). Over time ammunition would become more and more valuable, unlikely that someone would travel from their inland farm to the coastal areas to kill newspawns. (I'm not anti-PVP, just trying to imagine what would happen in reality). But what happens to players hoarding ammo and then going offline? Sleep! Sleep: Players will need to sleep. They won't need to sleep a lot, and it would not be forced, but over a long time sleep deprivation can have some strong effects (exact mechanics not yet imagined). Sleeping could also provide benefits in the forms of faster run speed/better vision/better hearing/more stamina/etc. When a player is asleep they can be killed, looted, dragged around and whatever else you would choose to do to a fellow survior. "Coffee may be added to reduce the need for sleep." - Blaf Logged off players would sleep. They would need to find somewhere safe and out of the weather. This would encourage players to set up safehavens, or their own concoction of traps, alarms and hiding. Regarding hoarding of items, this sleep mechanic would keep the items in the game and accessible to other players. Players don't need to be logged out while sleeping, sleep would just dull sound and vision to a very large degree depending on how much sleep they have had in recent past. Problem: What can logged out players do to avoid looting etc while asleep? I haven't been able to think of a great way to fix this issue. People obviously cannot be at their pc 24/7 incase someone in game decides to ravage their character in the middle of the night. There could be a mechanic that allows the character to wake if other players are close by and making noise. Traps/alarms/camoflauge/etc could help. But what happens when a logged out character is awoken? The person who finds the sleeping character should have a decent oppourtunity to kill them, knock them out, loot them, etc. I am not really a fan of a player character being controlled by AI while they are logged off but it is a possibility. They could fight (how skilled would the AI be?) or just run off in some kind of sleepy feverish haze, ending up in an area where the AI deems it safe, falling back asleep. If they character is attacked while asleep (rather than just looted) they have a higher chance of fighting back when woken. As a player logs in they see a recollection of what happened to their character as it slept. It could be called waking up (loading).These mechanics would stop things like combat logging (character just goes to sleep lol). It may deter coastal PVP as coastal loot will be diminished and players would be moving further and further away, as they did ammunition would become more and more valuable. Though you never know, players might decide to setup some kind of checkpoint camp right near the coast ferrying in food froms far off farms. Different regional servers may turn out in totally different ways. Consumables will run out eventually? There could be heli crashes and shipping containers as randomly occouring events that carry items. There's always crafting, though that is a mechanic I don't want to explore in this post, feel free to talk about it if you think it will contribute. Sure, they are big ideas and I can't say I have the most viable solutions to make them work. Let me know why they won't work or how they can be improved. Feel free to totally turn the ideas upside down as long as it's not too off-topic. -
No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
Loot dependent on player population is a nice idea but it would be heavily tied into what kind of server structure they eventually go with. I don't believe population based loot spawning is the best solution if the new server system works like WoW. Unpopulated hives would be more attractive because of more loot and attract more players, evening things out in the long run. Persistent time passage is a great way of wording it :D You made me think about other things apart from loot, INFECTED! Non respawning infected. Dead players become NPC infected but infected don't endlessly spawn. It would be tricky to balance infected population vs server performance, but heres hoping that the new standalone is a lot better optimized for huge numbers of infected. This would work well with the idea of having an extremely large map where the player population moves away from cities and coastal areas to safer areas (north?). Why are you not a fan of keeping your character in game when logged out? (just curious). I'm not sure of any game where your body stays in the world when you log out. It could be a real feature. But you are right it would depend on the type of server. -
For the love of christ, learn how to use direct communication!!
ENSLAVER replied to {420}Mr.Smiley's topic in DayZ Mod General Discussion
how do i play big booty bitches over direct -
Revised Respawn and Character Customization System
ENSLAVER replied to dra6o0n's topic in DayZ Mod Suggestions
Hey, this is a nice idea but do you really apply perks to yourself in real life? I am not trying to make a "realism" argument just that the idea of perks as described doesn't really fit with the game. I do support a modular character system. The ideas you propose are pretty much impossible to implement in the current engine without a huge amount of work, therefore I will address them as if they are aimed at the standalone game. It would be more appropriate to solve these with more complex game mechanics. Eating a lot of food over a long period of time could increase your weight (fat or muscle) and thus your health, but also makes you run more slowly. Mechanics like this would have to be under the bonnet so to speak, and have no real indicator system (numbers/badges/runes/etc) apart from how your character acts and looks. Another example is a medic, since backpack space is limited it's possible to define "classes" or "jobs" by items, and intentions you carry with them. I hope in the standalone version you can wear any number of clothes you find (A dress on a big hairy guy? http://i.telegraph.co.uk/multimedia/archive/01725/dead-risingtwo4_1725692c.jpg Yes, like dead rising, but more realistic..). 1. Find clothes that look like medic clothes. 2. Find medic items and use them as you please. Even if someone found some kind of medic clothes, they might not have the intentions of being a medic and use them to lure people closer before axing them to death :D -
DAYZ. what happens in the game will happen in real life.
ENSLAVER replied to tfninja's topic in DayZ Mod General Discussion
lol and I had so such high hopes when I read the thread title.... inb4 where is your god now -
Gas definitely would be a finite and exponentially valuable rescource after the outbreak, not only gas but vehicle parts. This is a good idea. Hopefully we can test it in arma II before it goes into standalone. I disagree that cars should be thought of as rare. They should only be limited by 1. Server stress and 2. Breaking immersion, if it felt as if there were too many cars than there actually would be in the area. I am not really familiar with the Chernarus history and why noone actually owns a car. "It's been ravaged by communism and civil war" is not a great excuse for limiting cars. Not sure how people will fuel their choppers, maybe they will need to eat lots of beans and produce another kind of gas. Edit: It would be possible for a group of players to control a gas station and trade gas for things like food/ammunition/chopper parts/vehicles.
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It's a feature to keep you on your toes :D
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You have to admit it's better than randomly nuking everyone on a server or just spawning a really nice gun just to shoot people. I also quite enjoy watching parachuting cows, being a chicken, etc. Thunderdome (even though yes, you are mad because you lost your 'hard earned' gear and life, is an interesting idea. Perhaps they will make a destruction derby thunderdome next. (pls pls pls pls pls pls) It's sad that people who obviously have enjoyed dayz at one point or another are so lacking in creativity and imagination. They truly could make the game so much better if they put some effort into it.
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In the long term-standalone-future this is a must.
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Should bikes be more common? (Devs, take heed of this thread for future patch reference)
ENSLAVER replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
These. -
Atleast they are mildly creative. I don't mind creative scripters. It's the 12 year old kids that get mad and run kill commands or nuke the server just because no female humans have talked to them.
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No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
No offense taken =) Gamebreaker for some, maker for others. It would be a hard balancing act. The scarcity of objects would be one thing that would need a lot of balancing.The map would have to be big enough and have enough places people could hide and sleep. There would need to be enough 'building' as to enable blocking of entrances/traps/alarms. Large groups of players might form that allow some to sleep while others keep watch. Player killing could be made a disadvantage by things like harder zombies, bloodbags, other medical or weapons specializing (synergistic items rather than skills, eg. a medikit that fills up most of your inventory, or a rocket launcher that fills up most of your inventory, item based classes that would benefit from working together), etc. I mentioned possiblity of AI controlling your character and different mechanics triggering fight or flight (running until the AI determines your character is in a safe place and falling back to sleep). I'd love upon logging in (could play while loading) for a replay to be shown of the nights events. It could have different camera angles or the point of view of the attacker. In the end, so what if you log in to find that you had been murdered for your beans? Will you be mad? Ragequit? -
Bandit/Survivor Morphing to be removed
ENSLAVER replied to rocket's topic in Mod Announcements & Info
Something like having blood on hands from looting a killed player (that you killed) is much less immersion breaking than magically changing clothes when you kill someone. ITT: People finally realize that in a real apocalypse they couldn't really trust anyone. -
The Arma II engine is a limiting factor when it comes to implementing ideas. I believe it would take an equivilent amount of time to do the same things in a new engine/standalone/etc. Some players will be mad given such a large player base, and we will need updates to fix critical issues, but I for one would like to see majority of the dev time going to get an alpha out that will fully develop the ideas and mechanics behind dayz. I only post this because I love dayz, and want to see live up to its full potential.
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No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
There is a mod that is similar to what you described with a small number of players and 1 life per character, it's called Chernarus Apocalypse, quite fun :D I've been thinking and stuff like "outbreak" mode might get a bit tiresome with everyone running straight to the same military base or chopper spawn. This is a bigger more encompassing idea than the ones I originally posted though they would benefit from it. One day if I put more thought into it I might post it as it's own suggestion. The map could be generated procedurally and randomized. The coding/testing would definitely take a lot more work than a standard map, but that being said, there would be an infinite amount of maps possible from 1 procedurally generated map. Basic concepts of this have been shown to work in simple games like Diablo and Age of Empires. If it could be implemented on a huge scale it would definitely be a huge boon to the game making the replayability immense. -
Mountain Dew is cursed. I don't know why but everyone who carries one dies a horrible horrible death. Someone told me once that when the infection hit, and people started to eat each other's faces, a mother, out of love and the foolish belief that things would be ok, tried to save her daughter from the horrors that had began clawing at their doors and windows. The mother had thrown her daughter into the crawl space under the house, nailing it closed. As the infected rushed in, the mother grabbed the closest thing to sustenance she could, a Mountain Dew, and shoved it into the girl's frightened hands. The girl lay cluctching the Mountain Dew as the horrific screams of her neighbours and then finally her mother all fell silent. She lay dying for who knows how long, holding onto that can as the last reminder of her mother and her world lost. She will hold onto it forever. If you see Mountain Dew DO NOT PICK IT UP. If you know someone with Mountain Dew, do not go near them, break all contact and run away, just run and don't look back.
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Under 9000 health and zombie's "random" super-punch.
ENSLAVER replied to Anton17's topic in DayZ Mod General Discussion
Was he wearing a Tap Out t-shirt? -
Put dev time into standalone rather than Arma II. [Rocket] [Future standalone] [Arma II Limitations]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
The physics will be a major plus, specially with ragdoll and vehicles. ps. Imagine a horde of zombies running out of the darkness in this image: -
No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
Thankyou xDIx Revenge and Doctor_sloth. Your posts did make me think. I agree the hive is not ideal. Perhaps there should be multiple game modes, a hardcore version, a more casual version and an "outbreak" version. Hardcore would carry comparable risks and glory (thrills?) as other games that have a 'hardcore' mode. Hardcore should only allow 1 life, or at most 1 life per day/week. Casual would be how DayZ is now, unlimited loot and player respawns. The Outbreak version would be more like the "playthrough period" you mentioned, however I would prefer reset on events, rather than time. Server resets after a certain objective is completed. Eg. Get to the uninfected north continent (1000km away? Need a boat or chopper? Takes multiple days of driving/surviving?), eradicate all the zombies, be the last survivor, etc. -
Put dev time into standalone rather than Arma II. [Rocket] [Future standalone] [Arma II Limitations]
ENSLAVER replied to ENSLAVER's topic in DayZ Mod Suggestions
Thanks for the info, RV is what Arma 3 runs on eh? That should be great.