

pendelum5
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Non-Shitty class idea for the Standalone
pendelum5 replied to pbrunk's topic in DayZ Mod Suggestions
Personally, I would like to see randomized spawn inventories before class-based implementation. Any variation is welcome at this point. Class-oriented new survivors would just encourage players taking the most well-armed class and killing any businessmen, doctors, or mechanics they come across. -
Bump for info? Not going to bump after this, just curious.
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Not sure where this goes, so I'm posting here. I had a bit of experience hosting a RP server for a GoldSrc engine HL mod, which included setting up and configuring HLDS, AMXX, and MySQL. I see that there are now custom mods of DayZ which use the base DayZ files and vary the gameplay considerably. My question is this: How does one go about customizing their Day Z experience? Are they using the ARMA 2 OA Mission Editor for creating these mods, or something else? I'm playing on a private hive at the moment, but I'd like to contribute additions such as new items, weapon spawns, and vehicle spawns.
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The more gear I have, the less risks I am likely to take (trying to help survivors, being south or east of the 100 line).
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Me and a few buddies found a mysterious cache of satchel charges in a field near NWA. Getting them out of the area cost us a few men, but we managed to salvage quite a bit and rallied back at Elektrozavodsk. Don't try this at home.
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I think I read somewhere on adding antibiotics to the game to cure sickness from rain (thermometer meter). Cannibalism requiring a knife seems pretty easy to implement, but it should have a negative penalty such as food poisoning or humanity loss. Without any negative attribute against food acquired from player corpses, there would be no need to hunt animals (which is mostly luck anyway).
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I have been playing this game for over a week now, and I have yet to murder a single survivor. There was the time I found an AFK bandit on the beach and I killed him for his pain killers. There was also the time I managed to put 8 makarov rounds into a bandit's back for his winchester. However, the majority of encounters with hostile bandits I've had were long range and/or one-sided. This game is not about balancing survivors and bandits, it's about survival. Every stranger playing this game has the potential to kill you and reset your character. For this reason, avoiding unwarranted attention is just as important as navigation and accuracy.
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Just played a few hours with all my new zombie friends. Thanks devs for making the zombies actually threatening instead of a nuisance. Now I have a chance to get at those leader-boards.
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Believe it or not, some of us actually enjoy coordinating and salvaging vehicles. More often than not, we will have a mixed-race group of survivors and bandits. I maintain about 3000 humanity and only kill in self defense. This has been said many times before, but PVP is essential for a game like Day Z. The current bandit system is fair and does not give an advantage to players who prefer to PK nor to players who refrain. However, because survivor friendly fire is not an option, anybody can still be betrayed by an innocent appearance. That, and the fact that player names can appear on the HUD from kilometers away makes for a frustrating camouflage metagame. Even on veteran servers, it is very difficult without the use of positional communication to identify who is part of your group once it becomes 6-7 men large. I understand that people buying CO for this game expect something more stimulating than 15-minute runs, but that is precisely what makes vehicles so much more exciting to develop.
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Wouldn't it be a little silly to see a group of bicyclists being chased by zombies?
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Draw distance only 500m after 1.5.3?
pendelum5 replied to tkpfin's topic in DayZ Mod General Discussion
Reminds me of Silent Hill. -
Yes, remove them. Although it is nice to be able to visually identify a player as hostile, this could be done with mouse-over text or other simpler methods.
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Winchester is easily the most practical primary for survival purposes. Nerf it.
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I'm not going to lie, this is the most fun I've had with a zombie game in a while, and I think a lot of people feel the same way. Thanks for making such a fantastic mod, the ARMA 2 engine feels perfect for a zombie apocalypse.
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While the current gameplay has a relatively steep learning curve (which is good imo), once you figure out where stuff spawns Day Z just turns into a game of camping rare item spawns across multiple servers, then using those items to kill anyone who tries to stop you. Adding more valuable resources such as vehicles is good, but it won't help the current situation regarding "end-game" play. Here's a hodgepodge list of current potential issues as the game progresses: Resource Redundancy: Alternate methods of gaining resources could be used to balance out the gameplay. This could include specific and reliable spawn locations (eg. an out-house that spawns a hunting knife and matches every 10-30 minutes) placed near spawns, and others in more vulnerable, remote locations (eg. an isolated linebox with 15 zombies guarding it that spawns binoculars or night vision goggles every 2-3 hours). This would allow for a more organized and structured metagame concerning resources, so that players can actually learn from finding good loot. Hunter vs Hunted: The zombies themselves are rather harmless once you understand how to trick the AI. They could become more difficult (HP buffs, knockdown, damage, infection mechanic), or additional classes of zombies could be created that hold different attributes. (Resident Evil's Licker, Half-Life's Poison Zombie) They could have separate behavior patterns, like roaming, stalking, and retreating in response to player actions. Balancing the Bandit: The humanity system works and does not give an unfair advantage to either player. I like the idea of safe-zones, like specific buildings where friendly fire is off. It would encourage more spontaneous teamwork and provide a hub should trading be implemented. Then again, if it ain't broke don't fix it. Spawns vs Space: The bandit problem is manageable, the main problem with this game at the moment is spawning and how it affects the coordination efforts of teams as well as resource-gathering routes. Limit the spawn points to 3 or so clusters circling the SE corner of the map? It would certainly make respawning more bearable and help teams link up faster after somebody bites the dust. "No homo" Homeostasis: If I manage to survive a zombie encounter with under 4000 blood, chances are I'm a goner (unless I have a friendly bro nearby to give me a blood pack / an entire cooked pig). I'm going to have a hard time trying to accomplish anything due to vision and movement restrictions. Players should regenerate blood once it drops below 10000. I think that a rate of 10 blood/minute (600 blood/hour) is a fair estimate. This could scale with hunger / thirst levels and even increase the rate at which you need to eat / drink for the sake of realism. I know these ideas are , feel free to raise concerns about the viability of these solutions.