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ScienceMan

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Everything posted by ScienceMan

  1. So this idea is more of a suggestion to the community and it won't be able to happen until far after the official release of Dayzgame. I was thinking about how it would be fun to play a mod of Dayz that is based in medieval times. No elves, goblins and crazy shit, just knights/armor horses and bow&arrow. Swords and shields without guns. I was just thinking it would be a neat idea since I have never seen a zombie survival game that revolved around this time period. And every game I have played based in medieval times has been no where near realistic.... Hate on me all you want but I bet it would be a hit.
  2. ScienceMan

    Medieval Times mod.... in the future

    After being gone for some time and coming back to find no one else has really posted this idea I thought I would do a bump* to get some new feedback. What I am suggesting is basically the game Chivalry: medieval warfare combined with Dayz.
  3. ScienceMan

    Perks to reduce PVP

    This may have been done before, but I searched a bit and I couldn't find exactly what I am suggesting. I think that we can easily reduce the amount of PVP by just adding some perks to hero and bandit skins. Here is what I suggest... Hero Skin: -20% damage taken from everyone, -10% damage done to civilians Bandits: +20% damage taken from everyone, -20% damage done to civilians Now this helps only with close contact fighting, I know it doesn't address sniping. I did read on one forum a very good idea that I didn't think got enough attention. I don't know who you are so I can't cite you but you did well with this one. Lets say bandits have schizophrenia or some mental disorder like that. They will have to go to hospitals to get medication. Much like the way your water and food bars turn red, as a bandit your medication bar turns red. When it turns red like you would starve or dehydrate it will have a different effect. You wont die, but your screen will fade in and out between your current health level and as dark and gray as it will go. Also you will hear random gunshots, zombie moans, and vehicle sounds in the distance if your medication is low. As I am writing this I think it might be better for the "medication" bar to be similar to health so you have a sliding scale of symptoms.... I also think that humanity gain should be done differently. Right now I think it is every five minutes playing you gain 150... I think it should be reduced to 50. However, if you are within 50m of a hero you humanity gain should be 150. And if you are within 50m of a bandit you humanity should drop by 50 every 5 minutes. Anyways this is the best way I can think of reducing PVP in the game... What do you guys think?
  4. ScienceMan

    Perks to reduce PVP

    Here is the link to the guy who made a nice plan on how to accomplish the loot capping... http://dayzmod.com/forum/index.php?/topic/83090-dynamic-hard-loot-caps/page__hl__%2Bloot+%2Bcapping
  5. ScienceMan

    Perks to reduce PVP

    I tried to edit above but it wouldn't let me... But I was going to point out, that with unlimited gear the game turns into a free for all deathmatch and that is exactly what CoD is... And CoD is like this because of unlimited gear. By capping gear spawns you will essentially reduce pointless killing and increase killing for gear. And I am all for killing to get gear....
  6. ScienceMan

    Perks to reduce PVP

    Right now I am really regretting using the word "perks" simply because people instantly link it to CoD. I see and understand most of your points. But as someone mentioned earlier the game as it stands right now is shoot first = win. The only time I have seen people cooperate has been between irl friends and unarmed spawns. These suggestions I think only apply because there is so much resources available. I was reading other posts and one by a guy named Mr. Two or something had a very good idea that I think would move this game in a more positive direction. He said there should be limited items based on a global hive scale. The thing is, there is so much pvp not because people want gear, but because they are fully decked out and have nothing to do so they get bored and snipe Cherno. With no wants for gear the game just turns into a free for all. The other day I was playing and I was fully geared out. We went to town just because we had nothing else to do. I got sniped through a window and my friend was in the next door building. It took me 20 minutes to get back to my body and they guy didn't even try to loot it. I was FULLY decked out with nvg, gps, m16 w/ launcher, coyote backpack and the guy didn't even bother to come check out my gear.... He sniped and walked off. This kind of thing would not happen in real life. This is the situation I am suggesting to prevent and I realize now that my ideas address this a little bit but the best overall option would be to severely limit weapons and supplies so the game actually requires survival. I am sorry but there is not an infinite number of AS-50s in a soviet town.....
  7. ScienceMan

    Dynamic Hard Loot Caps

    I really like the idea, but I am worried it will not reduce pvp... It seems to me that when you die you will have very little to lose and a much bigger gain if you kill another player. An axe and a lie would be all you would need to gear up... This will be widely known and trust will be in very short supply to the newly spawned characters. This may increase pvp from high geared players killing low geared players in fear that the guy with the hatchet wants your stuff and has nothing to lose.... I am not sure if there is a fix for this problem however. Maybe do some kind of respawn timer that is reduced the longer you are alive?
  8. ScienceMan

    Zombie run speed

    What I would do is reduce zombie speed by 10% and reduce player speed by 20%. This would be more fun imo. This would make it so you can't escape the zombie without tactics. Also I feel the game is too unforgiving with aiming, so reducing the zed speed would make head shots a little easier. I am sorry, but if a zombie is 5 feet away I am going to have a much easier time getting a head shot then the game allows me....
  9. ScienceMan

    Perks to reduce PVP

    I agree with you completely. The problem is right now, 99% of the people you meet are hostile. I cannot be sure, but I think rocket is going for more of a 50-75% hostile interaction area. Judging from what I have read on their interviews I think they want to have spontaneous factions form and small groups working together.
  10. ScienceMan

    Perks to reduce PVP

    Also, this would just make being a bandit more difficult. And normally the game I find most difficult are the games I enjoy and play the most. Darksouls for example....
  11. ScienceMan

    Perks to reduce PVP

    From most of my reading, Rocket is trying to reduce PvP. He has said that he wants the game to be more PvE. This is why I made this thread. I bandit with the best of them, I just thought I would submit my idea to reduce the thing that Rocket has himself said not the main focus of the game. The bandit skin was originally designed to designate the players who should be shot on sight. It was meant to be a deterrent, not an achievement. But this is what I have read and been told from players wiser than myself. If I am wrong then by all means keep it the same.
  12. Dude, its not going to be a problem. These "hackers" are nothing but script kitties who saw something or downloaded a stupid program and are playing with something they don't understand. With the standalone there will be much fewer holes they can exploit due to the fact that Rocket will be in complete control of them. They are just exploiting the same codes that Rocket used to make the game so that means they are built into the mod.
  13. If you want realistic weapon damage then MAYBE you are right with your calculations. However, this would work for people who do not feel pain. If these numbers are accurate and lets say it takes ~10 markarov bullets to kill someone you would have to implement pain and shock better. For example, if you are hit with a bullet you will not be running anywhere until you pick your ass up off the ground and spend about 10 seconds to a minute determining what the fuck just happened. Hell, for the first few seconds after I hit my finger with a hammer I am shocked and don't have anything on my mind except for "Owww that hurts!" I have seen people experimenting with 22 rimshots. The guy got entry and exit wounds in a turkey wrapped in a jacket at 200m... You cannot tell me that you can get a .22 size biopsy from you midsection and say, "I think I will sprint a 100m dash." I would say if you want this ultra-realistic version then sure, do your calculations based on cavity size. But you should take into account pain and shock and not to mention blood loss. We have also mentioned blood loss a lot but no one has really put numbers to it. The human heart pumps ~5.6L/min and even more during exercise. The human body contains ~5L of blood total. But you will die if you loose ~2L of blood. When you donate blood you give 1 pint which is 0.47L.... So if you hit the aorta you will die in ~21.4 seconds... NOW remember this is dying, passing out would happen much sooner. I believe you will passout or at least be very dizzy with .75L - 1L of blood loss. So any artery hit on the body should cause some major side effects within 30-40 seconds. If you want an ultrareal game, go ahead and make your damage changes. But you should also put in that for a bullet hit your character falls to the ground for a short period of time. And afterwards he/she will stand up and stumble around with very little control on your end. It would be kinda like controlling a drunk person. And then I guess you would roll a % chance or something, I am guessing it would be like 15% of dying in the next 30seconds after the first bullet hit due to ruptured artery or intense bleeding. If you survive the next 30seconds then you will roll another %, this will be like 80%, and this will be you dying in the next hour to say if one of your major organs was hit and you didn't bleed out instantly. This would have to be fixed with something more than a bandage, I am thinking along the lines of assisted surgery. And lastly you would die from a body hit regardless in like 2 days unless you got antibiotics and surgery. And to make sure it was actually ultrareal, your character would move at ever decreasing speed and require rest for a long period of time to heal. Realism is the fabric of the game, if you mess with one portion too much the game becomes unbalanced.
  14. ScienceMan

    Booby traps

    Booby traps would require some kind of crafting system. I agree if done right they would be fun but it seems like that may be a later addition to the game and only in the standalone, not in the mod. I do think that claymores and other mines would be a nice addition. But as the above ppl said they would have to be extremely rare spawns.
  15. ScienceMan

    Medieval Times mod.... in the future

    I am reading Game of thrones right now and that is what gave me the idea. They do have some fantasy stuff in there but it is not the overwhelming story. I was thinking about how different it would be traveling. Right now it is safer to completely avoid people because a few bullets and you are dead from +200 meters. But in this world it would be much more difficult to kill people at range and it would gear towards interaction and hopefully cooperation or at the very least better planned bandit assaults.
  16. ScienceMan

    Spawning Scenarios

    I feel like only the military should spawn with a gun. I get geared fairly quickly and I spawn with nothing. I would say military gets m9SD and 1 mag + normal spawn stuff. Resident gets 1 food, 1 soda + normal spawn stuff Woodland gets 1 hatchet, matches + normal spawn stuff Shipwreck gets 1 map, hunting knife + normal spawn stuff. You don't need to gear the classes out if they are spawning in special areas. I feel like you are taking the difficulty out of the game...
  17. ScienceMan

    Snow in Day z.

    Seasons would be a great addition to the game. But I would like stronger weather affects first. I can't wait for the standalone!
  18. ScienceMan

    Roaming zombie "hoards"

    I like the idea of zombie hordes roaming around. My brother and I had this idea as we talked on skype with a penny shoved in the keyboard to let us "auto-run" from NW airfield to Berezino. I think a roaming horde would spice up the more mundane long treks. I don't think the "become a zombie" idea is very good. It seems like it takes away from the realism and depth of the game. However, I do agree there needs to be better zombie AI which should come with the standalone game... I just see groups of zombie people working together and planning, and this is something zombies don't do. I am not saying it is impossible to set this system up, but I am not sold that it is a good idea. I would like to see a working model before I agree its a good idea or not...
  19. ScienceMan

    Bullet Proof Vest

    I was just thinking it may be a cool idea to incorporate bullet proof vests. You could do this in several mechanics. -It could absorb a set amount of damage before it runs out. -It could reduce a certain percentage of all damage to the wearer. -it would reduce damage a little bit but it would greatly reduce chance of bleeding from gun shots. This of course would be a type of clothing so you have to choose between this or a ghille suit... It may level the field against snipers... If you wanted to go the extra mile you could make different levels of armor.
  20. ScienceMan

    Bullet Proof Vest

    Yea the AS50 would penetrate, but I think the lower velocity rifles would not be able to. Especially if you were shot from a distance. It just seems like everyone and their grandma want a ghille suit. I am trying to think of alternative clothing ideas that would cause a decision to be made. Like you could have the AS50, but the DMR allows nightvision. You could use a silenced gun, or you could do more damage. I just want another choice...
  21. ScienceMan

    Conditioning Mechanic

    I had and idea and I emailed the support center about. They seemed to like the idea but they want community feedback on this. Here is exactly what I sent them, "I also had a good idea you guys could incorporate. See there is not a huge penalty for dying, I mean there kinda is, but a little more would make the game more interesting. You could incorporate a system where your character builds endurance the longer they survive. So you can steady your aim sooner and run faster the longer you have survived. Kinda like how in fight club they say, "First time at fight club, your ass is a wad of cookie dough. After a couple of weeks you're carved out of wood." It would only make sense that the hard life of the zombie apocalypse would cause physical conditioning. Just a thought..." What do you guys think?
  22. ScienceMan

    Conditioning Mechanic

    I would say only a few things would increase over time. The speed you regain your breath and accuracy increases after running. Perhaps overall accuracy when shooting from the hip And I would also include running speed increasing I include running speed because my friend spawned in and somehow he ran faster than anyone else in our group. Not like sonic fast, but he pulled away from the group at a noticeable speed when we were all running the same direction. I am not sure if that was a bug, but I figured it would be a good perk for surviving from a long time. I was chasing some guy down the other day and I thought to myself how nice it would be to run faster than him... This is just what I came up with. If you guys think you have better ideas it would be nice to brainstorm.
  23. ScienceMan

    DayZ Kickstarter

    YES! I want this... I am going to start sending you 1 contact message a day until this is done. If anyone wants to join me you are more than welcome...
  24. ScienceMan

    DayZ going standalone and paid for?

    I support this!
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